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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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MikeTrethewey | Axiom Verge 2020-02-15 11:50
Still nothing in Dev Console? (edited)
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ReedemtheD3ad! 2020-02-15 11:50
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MikeTrethewey | Axiom Verge 2020-02-15 11:50
(Dammit, phone. Stop adding words.)
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ReedemtheD3ad! 2020-02-15 11:51
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MikeTrethewey | Axiom Verge 2020-02-15 11:51
Did it complain before you included that file with a space in the file name?
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ReedemtheD3ad! 2020-02-15 11:51
no
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MikeTrethewey | Axiom Verge 2020-02-15 11:51
Console seems to chew it just fine.
11:52
We’re not gonna have maps files or locations files? Or just not to that step yet?
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ReedemtheD3ad! 2020-02-15 11:52
Not to that step yet.
11:52
I'm working on an items only tracker first
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Natalie 2020-02-15 11:53
this is for the SM64 rando, for which a location tracker is pretty awkward to make
11:53
being as it requires entrando
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ReedemtheD3ad! 2020-02-15 11:53
Track seed, stars, bob-omb buddies, cap switches, and doors for right now
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MikeTrethewey | Axiom Verge 2020-02-15 11:53
Yeah. It’s a strange game in general as well. The 3D packs that people have made have taken a ton of effort.
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ReedemtheD3ad! 2020-02-15 11:53
I'm going to add something that will allow you to track which entrance takes you to each level later
11:54
Also going to implement autotracker for bizhawk later too
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MikeTrethewey | Axiom Verge 2020-02-15 11:54
Short of zipping up what you’ve got and posting it, I got nothing. I strongly suggest including a version number in that case.
11:55
I failed to grok the coding of autotracking. May you fare well, lol.
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ReedemtheD3ad! 2020-02-15 11:55
Yeah. Ive been leaving it at 1.0.0.0 because I was waiting until release
11:55
I have the dev version numbers via my file system lol
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MikeTrethewey | Axiom Verge 2020-02-15 11:56
Yo, Nat. You got time and bandwidth to poke at it?
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ReedemtheD3ad! 2020-02-15 11:56
I still haven't actualy optimized my images yet either. Better go to tinypng.com
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MikeTrethewey | Axiom Verge 2020-02-15 11:56
I got three hours of sleep last night. The joys of being parent to a teething toddler. 👍
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Natalie 2020-02-15 11:57
I have no idea what I'm doing 🐬💦
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MikeTrethewey | Axiom Verge 2020-02-15 11:58
Alrighty.
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Natalie 2020-02-15 11:58
My experience is with watching and playing randos and kind of paying attention on the sidelines
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MikeTrethewey | Axiom Verge 2020-02-15 11:58
And playing with pixels.
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ReedemtheD3ad! 2020-02-15 11:58
This is my first experience making a tracker
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MikeTrethewey | Axiom Verge 2020-02-15 11:59
D3ad: You’ve had it compiling and displaying. That’s a win.
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ReedemtheD3ad! 2020-02-15 11:59
I got into randos with OotR and moved to SM64R and saw that no one had a tracker yet.
12:00
I do have some experience with coding. (edited)
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MikeTrethewey | Axiom Verge 2020-02-15 12:01
It’s probably something that the computer can’t find. I’ve had a few times something that passes the compiler but gets choked later.
12:01
So, I’d zip up the code and drop it in here while you work on spiffing up your images.
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ReedemtheD3ad! 2020-02-15 12:01
I didn't even change much from when I last got it to work either
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MikeTrethewey | Axiom Verge 2020-02-15 12:02
“Didn’t change much.” Famous last words.
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ReedemtheD3ad! 2020-02-15 12:02
lmao
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MikeTrethewey | Axiom Verge 2020-02-15 12:03
“It worked two seconds ago!” “Yeah, but your computer is wicked fast and is here to ruin your day. Next silly assumption.” Lol.
12:03
Again, I’ve been on the receiving end of that more often than I’d like to admit.
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ReedemtheD3ad! 2020-02-15 12:04
Reminds me of the time I was coding a game and I wanted to add a new feature, so I programmed it, but the new feature wouldn't execute. Looked at the code for over an hour trying to find my mistake. Decided to call it a night and look at it the next day. The next day, I booted up the program and it ran perfectly this time, with NO changes to the code.
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MikeTrethewey | Axiom Verge 2020-02-15 12:06
Gremlins.
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Natalie 2020-02-15 12:07
sounds kinda like http://catb.org/jargon/html/magic-story.html but less physical
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Hamsda 2020-02-15 12:09
btw re trailing commas, those are not an issue for emotracker, even though a proper json linter will flag them as warnings
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Natalie 2020-02-15 12:09
power cycling the pc returned you to "more magic"
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ReedemtheD3ad! 2020-02-15 12:13
Oh, Hi Hamsda. Love your OoTR Pack. (edited)
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MikeTrethewey | Axiom Verge 2020-02-15 12:14
Well. Something somewhere is screwy.
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ReedemtheD3ad! 2020-02-15 12:15
Probably.
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EmoSaru 2020-02-15 12:23
@ReedemtheD3ad! N64 autotracking is not yet supported.
12:23
So, no, lol.
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ReedemtheD3ad! 2020-02-15 12:30
Oh. I didn't know that.
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ReedemtheD3ad! 2020-02-15 12:55
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MuffinJets 2020-02-15 13:34
@ReedemtheD3ad! Add a settings.json
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ReedemtheD3ad! 2020-02-15 13:35
And what do I put in that?
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MuffinJets 2020-02-15 13:37
Here, just use this one
13:37
801 bytes
13:39
Hold on, I think there's more to it than that Whenever I see that legacy stuff is getting loaded, I usually have it fixed by having 'modern' settings, I think I'm wrong in that assumption though
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ReedemtheD3ad! 2020-02-15 13:40
Ok. Added.
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MuffinJets 2020-02-15 13:44
There you go, try this out
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ReedemtheD3ad! 2020-02-15 13:45
What did you change?
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MuffinJets 2020-02-15 13:46
I added the settings.json from above, as well as a setting (in that .json) to restrict resizing the window
13:47
I also accidentally left two lines at the end of your init.lua from me testing some stuff out It'll work with them in there, but you'll want to delete them if you want a clean dev console
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ReedemtheD3ad! 2020-02-15 13:48
Oh shoot. I sent version 0.3.2
13:48
I'm working on 0.4.1
13:48
dang it
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MuffinJets 2020-02-15 13:48
lol
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ReedemtheD3ad! 2020-02-15 13:48
hold on. I'm almost done with 0.4.2
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MuffinJets 2020-02-15 13:49
You don't have to keep updating the number, you know
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ReedemtheD3ad! 2020-02-15 13:49
I do whenever I compile my changes
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MuffinJets 2020-02-15 13:49
I mean that's smart and logical But it will work otherwise, not sure if you knew
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ReedemtheD3ad! 2020-02-15 13:50
I have a changelog that I have to update
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Natalie 2020-02-15 13:50
a changelog for a pack that isn't even released
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MuffinJets 2020-02-15 13:50
I have one as well lol There's a giant paragraph between 0.1 and 1.0, it's more of a greentext than a changelog
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Natalie 2020-02-15 13:50
🤔
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ReedemtheD3ad! 2020-02-15 13:51
I find it helpful to keep track of my changes to my code
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MuffinJets 2020-02-15 13:52
Well like I said it is logical and smart, but it's not a bad idea to prioritize organization instead of listing every single change
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ReedemtheD3ad! 2020-02-15 13:53
Version 0.4 reorganizes the code lol.
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ReedemtheD3ad! 2020-02-15 14:10
Its huge now, but nothing displays still
14:11
nvm found my mistake
14:12
still kinda big though
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ReedemtheD3ad! 2020-02-15 14:34
Alright, once I fix window size, I should be ready to release.
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deserteagle417 2020-02-15 14:34
it might just be keeping the same size from before. What happens if you adjust the window size?
14:35
looks like you have that enabled
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ReedemtheD3ad! 2020-02-15 14:35
Ohhhh I can freely adjust the window size now
14:35
Before it was fixed
14:35
ok problem solved
14:35
that was easy
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deserteagle417 2020-02-15 14:35
there's a way to disable it, which I would probably do for a pack like this with no pins
14:35
but that's up to you 😄
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ReedemtheD3ad! 2020-02-15 14:36
It must've been a change from MuffinJet's settings.json
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deserteagle417 2020-02-15 14:36
ahh
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ReedemtheD3ad! 2020-02-15 14:37
This tracker could also be useful for non random runs, just ignore the seed
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deserteagle417 2020-02-15 14:38
a nice little progress report for chat
14:38
or for yourself 😄
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ReedemtheD3ad! 2020-02-15 14:38
I have 2 features that I still want to add, a door star tracker, and a rando entrance tracker
14:38
But this should be good for 1.0
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deserteagle417 2020-02-15 14:40
It looks really good! Great progress from the first draft you posted 😄
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EmoSaru 2020-02-15 14:40
In preparation for eventually releasing, please make sure the game name in your manifest is “Super Mario 64”
14:41
Also make sure you’ve tested your package in zip file format
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ReedemtheD3ad! 2020-02-15 14:41
Wait, you can test while not in a zip file?
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deserteagle417 2020-02-15 14:42
yup
14:42
all my packs are in unzipped folders for quick editing
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ReedemtheD3ad! 2020-02-15 14:42
Dang. Wish I knew that before hand.
14:42
I was editing, and whenever I needed to test, I zipped it up and then tested. Each zipping was a new version number
14:42
lol
14:43
"game_name": "Super Mario 64 Randomizer",
14:43
So you want me to leave off the randomizer?
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deserteagle417 2020-02-15 14:43
the unzipped folder takes priority over the zipped folder, btw
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ReedemtheD3ad! 2020-02-15 14:43
That's also good to know
14:44
I've been doing all my work in my coding folder and copy-pasting the zip into the packs subfolder in Documents/EmoTracker
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deserteagle417 2020-02-15 14:45
well, at least you know your zip has the right structure then!
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ReedemtheD3ad! 2020-02-15 14:47
@EmoSaru So you want my game name to be "Super Mario 64" not "Super Mario 64 Randomizer"?
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EmoSaru 2020-02-15 14:47
Correct (edited)
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ReedemtheD3ad! 2020-02-15 14:48
Ok. Why does it need to be different from other randomizers?
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EmoSaru 2020-02-15 14:48
Because I’m going to be shifting those over time to this standard
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ReedemtheD3ad! 2020-02-15 14:48
Ah, ok
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EmoSaru 2020-02-15 14:49
As games have started to have multiple randomizers for them in some cases, and people have made tools that also work for vanilla streamers, this naming is more universal without confusion.
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ReedemtheD3ad! 2020-02-15 14:49
Makes sense.
14:50
Oh, I have another question, why do tooltips take forever to come up?
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EmoSaru 2020-02-15 14:51
Because they’re designed to not pop up constantly while using the tracker
14:51
Fast Tooltips are a user setting in the gear menu
14:51
They’re for learning not for using
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ReedemtheD3ad! 2020-02-15 14:51
ok
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cubesolver 2020-02-15 16:06
Is there a way to have autotracker respect clicking the chests and not just right clicking to clear the location?
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ReggX 2020-02-15 16:06
atm, no
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EmoSaru 2020-02-15 16:08
It is a trade off between gracefully handling events like game resets and respecting the user. (edited)
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cubesolver 2020-02-15 16:10
Ok that makes sense. I’d been getting some questions about it and was not sure if it was something I’d done wrong or if it was just how it worked
16:10
Thanks
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Xopar 2020-02-15 23:41
I have a composite toggle object and I want to make the disabled brightness different than the global setting for disabled objects. I couldn't figure out where to put the disabled_img_mods property to get it to work (edited)
23:41
For completeness, this is the object
{ "name": "Din's Fire and Faore's Wind", "type": "composite_toggle", "codes": "composite_magic", "item_left": "dins_fire", "item_right": "faores_wind", "images": [ { "left": false, "right": false, "img": "images/composite_magic.png", "img_mods": "@disabled", }, { "left": true, "right": false, "img": "images/dins_fire.png" }, { "left": false, "right": true, "img": "images/faores_wind.png" }, { "left": true, "right": true, "img": "images/composite_magic.png" } ] },
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Xopar 2020-02-15 23:53
Semi-related, I have the same question but for progressive items
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EmoSaru 2020-02-16 01:29
I’ll have to look into what’s up, but why not just specify the brightness you want and grayscale yourself in the img mods
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Xopar 2020-02-16 01:37
Huh weird. I must have had a syntax error before <.<
01:37
thanks
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Xopar 2020-02-16 13:11
Hopefully final question haha. Certain sections of the tracker should be repeated through different variants, songs and medallions for instance. Ideally, I would like to define these rows somewhere and then just reference these objects in the different variants. Is there a straightforward way of doing this? I have combed through the schemas and been trying a bunch of things but to no avail (edited)
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EmoSaru 2020-02-16 13:12
you cannot reference rows within item grids
13:12
but you can just use multiple item grids in an array
13:12
and stack them using layout references
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MikeTrethewey | Axiom Verge 2020-02-16 13:16
Silly question: I was attempting to add a variant to an existing pack. Seems you'd have to override the manifest. Is that supported?
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Xopar 2020-02-16 13:19
Right, sorry for using the wrong words there. Using the schemas I was expecting this to be correct syntax
"shared_item_grid": { "type": "array", "orientation": "vertical", "content": [ { "type": "layout_reference", "key": "medallion_grid" }, { "type": "itemgrid", "h_alignment": "center", "item_size": 32, "margin": "0,0", "item_margin": "4,5", "rows": [ [ other stuff ] ] } ] },
Where I then have a file itemgrids/medallion_grid.json that I call AddLayout on in my init.lua that contains
{ "medallion_grid": { repeated stuff } }
But this does not appear to be working
(edited)
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EmoSaru 2020-02-16 13:19
Make sure that you're loading referenced things before the things that reference them
13:20
Also @MikeTrethewey | Axiom Verge - yes, it is. I don't recommend it because it will break package updates due to your version information being stale, so you have to be careful.
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MikeTrethewey | Axiom Verge 2020-02-16 13:21
10-4. I was getting some resistance. I was likely doing it wrong. Just made a new pack with the one variant, understanding that updates would also no longer be auto-collected. Thanks!
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Xopar 2020-02-16 13:22
I am loading the referenced thing first, but loading it after doesn't throw any errors (nor does changing the key line to nonsense)
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Xopar 2020-02-16 13:33
Ah ha, the correct syntax is the above but with
{ "type": "layout", "key": "medallion_grid" },
type should be layout not layout_reference
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ReedemtheD3ad! 2020-02-17 10:22
How long does it take until my pack shows up in the package manager?
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Dorkmaster Flek 2020-02-17 10:32
Assuming your repository.json is in the list it's pulling from, I think the app refreshes every 30 mins?
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EmoSaru 2020-02-17 10:38
@ReedemtheD3ad! Restart your tracker, it’s been there.
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ReedemtheD3ad! 2020-02-17 11:02
Oh, there it is. Thanks!
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blasteg 2020-02-22 00:26
Is there a list of usable function of location types like
location:AddBadge
(edited)
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EmoSaru 2020-02-22 00:37
there is not a comprehensive lua reference at this point outside of what is used in my pack primarily
00:37
and other packs
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blasteg 2020-02-22 01:34
Is there plan to compile one? or is it too abusable
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EmoSaru 2020-02-22 02:15
It’s not about abuse, at least not primarily. It’s the fact that while there are lots of things that are technically possible right now in Lua, I don’t want people to start using apis that I’m not necessarily prepared to say are going to be long-term stable. Anything you see in my pack is safe. Anything you see in other packs (at least as far as I’m aware) is something I’ve told them they can do when asked, but with only a partial guarantee of long-term support in some cases.
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blasteg 2020-02-22 02:30
Thanks, one more thing, do you remember what other packs I should be looking in? Or should I DM you directly about what I was looking for.
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blasteg 2020-02-22 03:01
I'll experience with what I can find first
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blasteg 2020-02-22 03:34
location.AvailableChestCount doesn't count hosted item. hmm.
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EmoSaru 2020-02-22 11:27
Please just ask about what you’re actually trying to do.
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blasteg 2020-02-22 14:40
Oh, nevermind, turns out thats an X-Y and I found a better way (edited)
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blasteg 2020-02-22 14:49
But here's another thing, In La-mulana randomizer, there's 16 doors that get randomly paired against each other at generation, each pair will have different requirement. A progressive_toggle best represent a drop down list. But now I want 16 of the same one that don't interfere each other (edited)
14:50
is copying the same code 16 times with some minor code change the best way to do this?
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Natalie 2020-02-22 15:03
🤔
15:04
"16 doors that get randomly paired" Do you mean the portals between the front and back sides of the temple, and that eight bi-directional pairs of two are created?
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blasteg 2020-02-22 15:06
yeah
15:06
that eight
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Natalie 2020-02-22 15:06
I haven't played the rando personally, but being able to refine the question through this type of question may be helpful
15:08
In short, you have eight bi-directional pairings with sixteen unique endpoints to choose from.
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blasteg 2020-02-22 15:09
yes
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EmoSaru 2020-02-22 17:48
you can model that stuff however you want
17:48
and you have the option of using lua expressions for the logic, which may simplify things
17:48
but I will say that La Mulana rando is generally ridiculous from a logical standpoint, so whatever you're trying to do, I wish you luck
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blasteg 2020-02-22 17:59
oh you definitely don't want to see what we've been doing with Lua. I can say that for sure (Maybe you've already seen it)
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EmoSaru 2020-02-22 18:02
The less I know about it the better as far as I’m concerned, until the point where It does something that causes users problems and I revoke distribution for anything currently on the package manager
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blasteg 2020-02-22 20:57
I'm more asking if anyone that has implemented similar things that has advice fore me.
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Hamsda 2020-02-22 23:02
pretty sure the z1 tracker is fairly complex in terms of lua iirc
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blasteg 2020-02-23 01:23
yeah, Z1R dungeon map seems like what I can do
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Xopar 2020-02-24 14:14
So there are two things I am looking to add to my ootr tracker 1. Master Quest dungeon support. On the keysanity version I want to be able to toggle a dungeon as MQ on/off. This should then change the max key count without affecting the current number of collected keys. I assume I can do this with a lua script? 2. I have had some requests for things that I do not want to make standard in the tracker but I could add. I was thinking to just add the images and then toss a new folder into the repo common_overrides with the overrides needed to do each thing. Is this kosher?
14:18
Also, if I have my development directory somewhere, is there an easy way to test changes without deleting the tracker version i have through the package manager?
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EmoSaru 2020-02-24 14:23
1. Yes 2. That's totally up to you. I don't put any specific restrictions on what additional files to include or not include in your pack, so long as they are not problematic content.
14:26
As for keeping your dev environment separate
14:26
If you create your own shortcut for EmoTracker, you can add the -dev command line argument. That will cause the entire app to use <user>/EmoTracker/dev instead of <user>/EmoTracker for all relevant directories (edited)
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Xopar 2020-02-24 14:31
Great! Thanks a ton!
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Hamsda 2020-02-24 15:06
i have the code for the mq keys in my pack already if ya need it xopar, feel free to adapt for your needs
👍 1
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blasteg 2020-02-25 03:17
Is there a JSON schema for type Map? I know there's "location_size" and such. Is there some scrollbar option?
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EmoSaru 2020-02-25 09:12
There is info on scrolling in the layouts schema.
09:12
There is not a maps schema yet.
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Tijol 2020-02-25 12:57
Is there a way to open the notes in a new window?
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EmoSaru 2020-02-25 13:04
no
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blasteg 2020-02-25 14:28
thanks
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codemann8 2020-02-27 11:36
Is there a way to load a different broadcast view on the fly (without losing the stuff that's been tracked)? I'm thinking of giving the user the option to show/hide stuff on the broadcast view by means of toggles on the tracker. Is this something that can be done? Also, same question but for the tracker itself too. (edited)
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EmoSaru 2020-02-27 11:43
No, layouts cannot currently be modified via lua.
11:43
It's something I hope to look into in the future, but it's not there now.
👍 4
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blasteg 2020-03-05 04:08
layout/button_popup requires a "layout" type to pop up (edited)
04:10
Is there a fully text Layout type? I want to have a usage_instruction kinda button
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ReggX 2020-03-05 07:50
no, the only way to have text currently is the header of groups
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MikeTrethewey | Axiom Verge 2020-03-05 10:19
Or make picture items with words in the raster image.
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blasteg 2020-03-05 14:24
Do those scale well...?
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EmoSaru 2020-03-05 15:28
A markdown text layout element is coming in the future, but I cannot say exactly when.
skaiHYPE 2
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blasteg 2020-03-08 14:48
Is it normal behavior to have a progressive_toggle skip a stage that had a wrong img url (typoing part is my fault, just curious)
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EmoSaru 2020-03-08 15:12
Yes. Stages that fail to load are removed, IIRC
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blasteg 2020-03-08 15:17
okay thanks. I thought it would result in an empty image like Toggles (I typo a lot, apparently)
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EmoSaru 2020-03-08 15:17
I’ll have to look at the code again to confirm, but I remember seeing that.
15:17
Especially if it was the first stage
15:18
Not sure if that’s the case here
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blasteg 2020-03-08 15:22
It's the fourth. the stage is skipped.
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EmoSaru 2020-03-08 15:22
Kk
15:23
It’s honestly a coin flip as to which behavior is better, but it’s a bit odd to not be consistent
15:23
So I’ll take a look
15:23
And at least add a warning in the log
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blasteg 2020-03-08 15:23
hmm. hold on a second, is it best practice to have every stage of progressive_toggle to have a common code? Cause that item certainly didn't have that
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EmoSaru 2020-03-08 15:25
That should not be necessary
15:25
Why do you ask
15:25
It used to be an issue in certain cases when referencing the item in a layout
15:25
But I believe it just needs a unique code in some stage
15:26
For layout referencing now
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blasteg 2020-03-08 15:27
okay thanks. I just remember doing that once.
15:27
but didn't do it this time.
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Kriogenic 2020-03-09 12:33
After exporting standard_broadcast.json is there any way to make it have multiple windows open? or can the broadcast only be a single window?
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Hamsda 2020-03-09 12:34
its just a single window
12:34
but you can customize it to have the layout however you want
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Kriogenic 2020-03-09 12:38
Ok awesome, I would like to have the map and its markers drawn into the broadcast window (ALTTPR). I have it loading the image, is it difficult to also display the markers?
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EmoSaru 2020-03-09 12:54
There are json schemas linked in the topic/pins here (edited)
12:54
You can literally just display the map, same as the main tracker
👍 1
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crossproduct 2020-03-09 22:18
I have my custom items, yay! Is there a simple way to make the Twitch Chat integration work with them?
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darkrid12 2020-03-09 22:41
Probably just need a "codes": tag and it should work yeah.
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crossproduct 2020-03-09 22:46
it has one... it works with Tracker:ProviderCountForCode() function, but chat doesn work (chat was working for all the standard items tho)
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darkrid12 2020-03-09 23:07
I would assume if its similar to emotracker's thing, you just need it laid out similar to // Silver Arrows { "name": "Silver Arrows", "type": "toggle", "img": "images/silver_arrow.png", "codes": "silverarrows,silvers" }, ? Unless there's something else you're doing with it that I'm completely misreading. (edited)
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EmoSaru 2020-03-09 23:14
twitch chat integration with custom items is probably not a thing right now, tbh
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Dudude Dude 2020-03-10 07:39
There's still ways to make it work, in my Zelda 1 pack scripts/overlay.lua has custom items that purely depend on regular items to change, indirectly making it so chat integration works with them.
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crossproduct 2020-03-13 16:40
I'll have to look at that @Dudude Dude ... And DM you if I can't figure out out xD
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Pink Switch 2020-03-13 16:45
is it possible to put like a background on the item list out of curiosity
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crossproduct 2020-03-13 22:53
You can set a background color. Not sure about image, but you can use chroma key in OBS.
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deserteagle417 2020-03-13 23:10
If you use the NDI plugin in obs to capture the broadcast view it comes in with a transparent background. Just put your image behind that.
23:11
Now if you want it in the tracker app itself, idk
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Dudude Dude 2020-03-14 10:21
The container layout element can put multiple separate parts of the tracker on top of each other, and there is an image layout element to just show an image. Combining those two can allow you to create a background image for your tracker if you want to. Alternatively if you want to precisely place items within your background, using a canvas element works well for this. (edited)
10:22
If it's for your stream I would recommend just using the NDI plugin and making the background image part of your stream layout though.
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Zentensu 2020-03-14 18:23
how can i go about moving the map so the whole screen is vertical with one of the MM rando trackers?
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EmoSaru 2020-03-14 18:26
You will need to export an override for the relevant layout file, and customize the json. There are json schemas linked in the topic which can act as reference.
18:27
Beyond that, you should ask specific questions in here.
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codemann8 2020-03-17 17:18
Hi Emo, I'm wondering if it would be possible to add these memory addresses to the Whitelist for ALTTPR: 0x7e040c --Numeric value of the current dungeon 0x7ec79a-0x7ec79d --HUD Text for total chest count of the current dungeon I'm trying to add support for flexible chest counts for crossed dungeon door shuffle, and according to Aerinon, that is the only place that info is currently exposed in WRAM, and it ONLY displays when either the compass is found or if the seed was generated with chest counts turned on by default (edited)
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MikeTrethewey | Axiom Verge 2020-03-17 17:26
It could help reduce some of the insane overhead of the new format. Aerinon’s trying to make it less-complex, at least during its infancy.
17:30
Aerinon’s got it where the exterior entrance matches the first lobby area and the boss. In cross-dungeon, the interior can contain rooms from any dungeon (save for the aforementioned lobby & boss room) and can therefore have a different number of chests from the vanilla count. Keeping track can definitely be tricky, rofl.
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EmoSaru 2020-03-17 18:15
I'm not currently making any changes to the LTTP whitelist.
18:16
I'll consider it, but I'm generally disinclined to even open that can of worms again.
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codemann8 2020-03-17 18:26
I see, can I ask what the whitelist range is? So then I can relay that to Aerinon so he can make a decision as to where to put the info when he gets around to moving it.
👍 1
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EmoSaru 2020-03-17 18:41
I’ll get it for you later tonight.
👍 1
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EmoSaru 2020-03-19 14:48
@codemann8 Apologies for the delay - I got swamped with some stuff. Here are the current whitelisted ranges.
"0x7e0000:0x7e00b0", "0x7ef000:0x7ef500", "0x308210:0x30823f"
❤️ 3
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codemann8 2020-03-19 14:57
Thank you!
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Seraphin Eveles 2020-03-21 17:24
Is there any kind of options for color blind modes? Someone I play with is green/yellow cb.
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Darkened5ky 2020-03-21 17:28
There's a section in #faq for colorblind support
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Seraphin Eveles 2020-03-22 02:38
ty
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Jamception 2020-03-27 08:11
Hello, a question about the official installed packages, is there anyways to make the items part of the tracker any bigger? This would make it more convinent for me to see quickly and click on
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MuffinJets 2020-03-27 10:21
@Jamception Try Ctrl + scroll wheel (edited)
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Jamception 2020-03-27 10:22
Omg thank you! 😄
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MuffinJets 2020-03-27 10:43
No prob
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Zelarimon (Sir Kenneth) 2020-03-31 02:08
Hi guys, I'm trying to make my tracker transparent. Are there any directions?
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Natalie 2020-03-31 02:10
Ensure that your streaming/recording software has NDI support, which may require a plugin.
02:11
Then make sure the Broadcast View layout doesn't have a background color set (at this point, most don't)
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Dorkmaster Flek 2020-03-31 08:16
goes to double check my pack skaiEyes
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Pink Switch 2020-03-31 09:08
what all can you do with docks
09:08
types and such
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Pink Switch 2020-03-31 10:01
How do I make something appear underneath the 'settings' tab, currently adding anything just puts it to the right of it
10:01
which is bad
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MuffinJets 2020-03-31 16:31
I believe "dock": "down" or something like that
16:32
And if both the Settings and Dungeons are both set to "down" then you run into that issue Very well could be wrong on that one, it's very much me pulling that out of my ass
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raibc 2020-04-05 00:09
Hi all, hoping I'm not asking a question that's been answered already... Is there any way to change the properties of a layout element (say, its background color) based on the state of one or more items in the tracker (say, a toggle item being on or off)?
00:10
read through a lot of this channel as well as the reference alttp tracker and didn't find something that might address that
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EmoSaru 2020-04-05 00:53
not currently, no
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raibc 2020-04-05 09:26
Thanks for the reply! Trying my hand at making a pack for the Stardew Valley community center... not the usual tracker fare, but an interesting thing to try.
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Bioniclegenius 2020-04-08 17:08
Trying to mess with some autotracking stuff for the first time. Is there a way to get it to reference a "base_item"?
17:09
specifically looking at the "Tracker:FindObjectForCode()" line
17:11
if there's documentation on the Tracker object, that'd also be a great help
17:11
oh wait, that might be coming from another script. Sorry if so.
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MikeTrethewey | Axiom Verge 2020-04-08 17:22
Tracker:FindObjectForCode() is basically a blackbox that goes into the app. Most (if not all) of the strings found in the "codes" declarations in the item definitions should be able to be used as the parameter.
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Bioniclegenius 2020-04-08 17:22
thank you
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MikeTrethewey | Axiom Verge 2020-04-08 17:22
I think it returns 1 for True, 0 for False, and a number if there's a quantity (like for ALttP's Crystals).
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EmoSaru 2020-04-08 18:45
FindObjectForCode returns the actual item instance
18:45
as a manipulatable object
18:45
which is why autotracking uses it
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MikeTrethewey | Axiom Verge 2020-04-08 19:00
Ahh. I must be thinking of a different function then.
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MikeTrethewey | Axiom Verge 2020-04-15 11:18
@pieceofsoap Find the file that manages the maps, export it to override. Change the order there so that the Hyrule maps are after the Zebes map. The Pins area will always expand to fill. To increase the map size, you need to decrease the inventory size.
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pieceofsoap 2020-04-15 11:21
That's a lot more involved than I was expecting, seems like being able to dynamicly adjust window contents would be a bigger thing
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Dorkmaster Flek 2020-04-15 11:23
The layout is defined by the pack based on the needs of the particular game. The "both" layout has the Z3 maps on top of each other in a column, so you need to do a custom override if you want to change that.
11:24
Somebody requested this all maps layout and that's what they asked for so I went with that. If people would like a horizontal layout, I could actually build one into the main pack itself and have that as a tab under "Both".
11:24
Like have the current one be the default and have "Horizontal" as another option.
👍 2
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pieceofsoap 2020-04-15 11:26
That would be great, I'm currently playing around with a second monitor to dedicate to a tracker and its kind of small, so I need to maximize screen real estate any way I can. The images I posted in the wrong forum illustrate what I mean
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Dorkmaster Flek 2020-04-15 11:27
Yeah that's actually what I first did when they requested the "all three on one screen" map option.
11:27
They had an old layout override that was basically the current view with Z3 in a column so I changed it.
11:28
I can put in what you have as a "Horizontal" option in tabs under the "Both" heading.
11:29
obv anyone can make their own override if they want a different layout, but I can see more than one person wanting this wider view on the Z3 maps so having both as an option seems perfectly reasonable.
👍 2
11:29
Maybe call the current one "Compact" or something.
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MikeTrethewey | Axiom Verge 2020-04-15 11:30
For uniformity, having Hyrule on the left in both makes sense.
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Dorkmaster Flek 2020-04-15 11:30
I like consistency. 😛
11:30
Is that okay with you soap?
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MikeTrethewey | Axiom Verge 2020-04-15 11:31
Consistency is key, except in Keysanity. >.>
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Dorkmaster Flek 2020-04-15 11:31
Insanity is consistency in that mode lol
😆 1
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pieceofsoap 2020-04-15 11:32
For reference, this is what I was talking about
11:32
I'd be totally fine with the maps being swapped around in order, that was just a super quick mockup
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Dorkmaster Flek 2020-04-15 11:32
Right yeah, Mike was saying like that except have Z3 first and SM on the right to be consistent with the current compact layout.
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MikeTrethewey | Axiom Verge 2020-04-15 11:32
Yep.
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Dorkmaster Flek 2020-04-15 11:32
Sure thing, I'll make that up tonight. 🙂
👍 3
sakuDab 1
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pieceofsoap 2020-04-15 11:33
Thanks a ton, this may very well directly help me out in the tourney!
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Dorkmaster Flek 2020-04-15 11:33
Glad to be of help! I'm anticipating (hoping) that with the big turnout for the tourney this pack will be very useful to people.
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MikeTrethewey | Axiom Verge 2020-04-15 11:34
Be sure to check the tournament’s rules regarding autotracking before using it.
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Dorkmaster Flek 2020-04-15 11:34
AFAIA the community/devs have no issues with autotracking right now. The tournament I don't believe has said explicitly anything about it, but I would imagine the stance would be the same... Nope scratch that, the admins said autotracking is a no-go specifically for the tournament. Sorry! You can still use the tracker itself manually though. (edited)
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pieceofsoap 2020-04-15 11:39
I've been running SMZ3 for at least a year now, and only now am I getting used to autotracking, the tournament (and SRL races in general) make it so the less interaction with anything outside the game as possible the better. Ideal case is that I can see the whole tracker, and for it to be relevant, without ever putting down a controller
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Dorkmaster Flek 2020-04-15 11:41
Yup, that's the idea with autotracking + the both games views!
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Natalie 2020-04-15 12:04
I could suggest using a vertical orientation and a left dock for the items instead, which would actually allow the maps to be slightly larger than shown here, I believe?
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Dorkmaster Flek 2020-04-15 12:08
Mmm is vertical orientation like that a core app feature? I thought I recall seeing something like that in one of the menus...
12:08
I could be misremembering that.
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EmoSaru 2020-04-15 12:08
Look at my pack.
12:08
It's based on the layout names you provide.
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Dorkmaster Flek 2020-04-15 12:08
Aha, so I did see something relating to that.
12:09
Thanks, I'll check that and see if I can add proper vertical support as well!
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EmoSaru 2020-04-15 12:11
The reserved layout names are:
tracker_broadcast tracker_default tracker_horizontal tracker_vertical tracker_capture_item
PogChamp 1
pidgeTy 1
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TarThoron 2020-04-15 13:45
There's a pin in # general of the SMZ3 discord for setting up this layout. https://i.imgur.com/6JYVmSa.png
13:46
That's almost a year old, so might need tweaking for newest version.
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Dorkmaster Flek 2020-04-15 13:48
Yeah I can do something like that in an official vertical layout now that I know that's a specific thing you can do. 😛
13:49
Feel free to make your own overrides of course.
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Shandrunn 2020-04-15 14:18
I just tried the pin, and it doesn't work as-is. For one, there's no more tracker_layout.json.
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Natalie 2020-04-15 14:18
the pin is probably pretty ancient
14:19
i remember that existing before i was removed from the premises
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Dorkmaster Flek 2020-04-15 14:20
Oh yeah that's not going to work. 😛
14:21
I've completely refactored the underlying structure of the pack to use the new variant format, and also try to anticipate keysanity support.
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Shandrunn 2020-04-15 14:22
I tried renaming the pinned file to the existing one, and I only got a blank screen.
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Natalie 2020-04-15 14:22
There's actually a non-zero chance that it's my name attached to that file 💦
14:23
I vaguely remember fucking with that
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TarThoron 2020-04-15 14:40
Yeah, the pin was your post. Good to know it doesn't work anymore. Pins on that sever need a scrubbing.
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Dorkmaster Flek 2020-04-15 16:01
Okay I think I got this figured out...
16:02
@pieceofsoap I added a new option for the both games view, the existing one is "compact", the new one is "full". Is this what you had in mind?
16:07
The other thing I did was figure out the vertical layout Emo mentioned, so it now does this if you make the window taller than it is wide.
16:08
There's no compact vs full for the both games view there cause it doesn't make sense in a vertical view where it's already smaller in general.
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pieceofsoap 2020-04-15 20:22
@Dorkmaster Flek That is exactly it! Sorry I didnt respond earlier, was in the middle of a practice seed
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Dorkmaster Flek 2020-04-16 06:09
No worries, I decided to just push it before I went to bed anyway. 😛
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Nicholas Steel 2020-04-16 06:46
I feel like that made it worse for people using a single 16x9 1920x1080 display. For me I have the tracker on the left side of the screen and the emulator on the right side and now the newly positioned Items panel causes the map to be too small. (edited)
06:48
06:48
Much smaller map than it used to be.
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Dorkmaster Flek 2020-04-16 08:06
Hmm...
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Natalie 2020-04-16 08:07
dynamic layouts have always been a little twitchy
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Dorkmaster Flek 2020-04-16 08:08
maybe it makes sense to still have the items below the map, but keep the vertical stacking of items and pinned locations to save horizontal space? ThinkDorm
08:08
That would allow a bit more horizontal space for the map area.
08:09
Or maybe it was actually fine with the same horizontal layout... what do you think you'd prefer Nicholas? (edited)
08:10
I'll play with this later today.
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EmoSaru 2020-04-16 10:59
The tracker supports overrides for a reason. It is literally impossible to build something that is perfect for everybody.
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KorbenTheFireX 2020-04-16 11:02
Hey, is there ways to make the tracker bigger on Item mode in customization/modifying (because I use 2k monitors and it feels small for me)?
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EmoSaru 2020-04-16 11:04
Yes, export an override and add a scale.
11:05
People here can help with that, but there are plenty of examples if you search the history.
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MuffinJets 2020-04-16 11:24
@KorbenTheFireX This won't change the size of the map if you're using a map tracker specifically, but you can use Ctrl + Scroll wheel
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EmoSaru 2020-04-16 11:30
This is why I shouldn't respond within 30 seconds of waking up... I forget things I did, lol.
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MuffinJets 2020-04-16 11:31
It's all good lol
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KorbenTheFireX 2020-04-16 11:32
thanks. xD
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Nicholas Steel 2020-04-17 08:44
Looking much nicer Dorkmaster Flek, none of the lines on the map look odd at this scale (especially diagonal lines). The map is a lot cleaner. (edited)
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Dorkmaster Flek 2020-04-17 08:59
Excellent, glad that's working good for you! Obviously you're always able to make overrides, but I'd like to have reasonable defaults for all the different main layout options. 😛 (edited)
09:01
Now when keysanity becomes a thing... 😅
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blasteg 2020-04-18 05:06
Asking pack devs: where do you think is the best place to put usage instruction/tips?
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MuffinJets 2020-04-18 07:16
My pack has a very strong suggestion before you use one of the variants, so much so that I have a check with a hosted item that's required to see before you are allowed to use the rest of the pack
07:18
07:19
Not sure if that's what you're getting at though. You can also put more emphasis on your tooltips, but that more-or-less requires the user to have them on Fast
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blasteg 2020-04-18 07:34
not that big, just some faq on how some part of the pack work, as they are not the most intuitive
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MuffinJets 2020-04-18 07:39
Some pack creators have a readme that can be accessed by pressing F1
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EmoSaru 2020-04-18 10:37
Pack help is managed through the package distribution system, and is available to you once you have a pack that is being distributed.
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Shit Opants 2020-04-22 13:45
Hey, can anyone help me with making and/or installing custom packs. Am hella fresh
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MuffinJets 2020-04-22 14:21
Packs are more or less bundles of glorified text files Find out what you want to make/put together, and use a pre-existing pack to learn off of. Emo's ALttP pack is a good one to learn off of, as is Hamsda's OoT pack.
14:24
If you're wanting to edit a pre-existing pack, as opposed to making your own from scratch, you can create user overrides and export them, they'll act as temporary replacements
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Shit Opants 2020-04-22 14:28
hmmm okay, but how does that work? I don't understand the base level and every guide I find seems to expect me to know more info than I do.
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MuffinJets 2020-04-22 14:28
Sure thing, let me get back to my computer and I can explain it a little better
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Shit Opants 2020-04-22 14:29
okay cool thanks, take your time. I'm just hanging out today
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Bastixx 2020-04-22 14:29
I found the Dark souls item pack to be very simple (edited)
14:29
So that could be a good starting point
14:29
I am still trying to figure out how exactly the bigger packs work 😅
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Shit Opants 2020-04-22 14:30
mmkay, so should I learn some type of coding? it seems like every source talking about packs hints that I should understands the basics
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MuffinJets 2020-04-22 14:31
It's nice to have that knowledge, you'll have a better time at it if you do But it is 0% required
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Bastixx 2020-04-22 14:31
Depends what you want to make. If its anything with logic, then you might have to. Otherwise it doesnt seem that way (edited)
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MuffinJets 2020-04-22 14:31
Most of the time, logic doesn't need coding, but complex logic might
14:32
It all depends, like you said
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Shit Opants 2020-04-22 14:32
hmm okay, I dont want to do anything crazy, just want to make my own clicky little tracker or customize one
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Bastixx 2020-04-22 14:32
Then you shouldnt need any coding.
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MuffinJets 2020-04-22 14:32
In any case I extracted the contents of EmoSaru's ALttP tracker in this image
14:33
Those folders are 99% arbitrary
14:33
They're only set up that way for convenience
14:33
Technically, a pack could just be single folder of .json files and images, but it would be a mess
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Shit Opants 2020-04-22 14:34
hmm okay lol, so I cant just take json files I like and put em together?
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MuffinJets 2020-04-22 14:34
Yes and no
14:35
Theoretically, you could, they oftentimes work independently of each other
14:35
But more often than not, they interact with each other
14:35
So you couldn't just take one
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Shit Opants 2020-04-22 14:35
is there any sort of cvomprehensive guide I could follow, I kinda a step by step learner.
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MuffinJets 2020-04-22 14:35
Unfortunately not
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Shit Opants 2020-04-22 14:35
hmmm dang
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MuffinJets 2020-04-22 14:35
The best advice is to dive in deep and figure it out as you go along
14:36
That's why we recommend Emo's pack, because it's organized and laid out well
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Shit Opants 2020-04-22 14:36
okay cool, so I should just reverse engineer the good packs in order to understand the inner workings, makes sense I suppose
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MuffinJets 2020-04-22 14:36
Exactly
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Bastixx 2020-04-22 14:37
I'd reccomend having a look at the Dark Souls Randomiser Tracker from MangoMerlin. Its kinda the minimum you need to make it work, which makes it pretty simple
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MuffinJets 2020-04-22 14:37
"Items Only" variants of packs are good to look at too
14:38
They don't have locations to worry about tracking, they're simply an item grid
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Shit Opants 2020-04-22 14:38
okay cool, yea that's basically what I want to see. can I make the grid itself as I goa long?
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Bastixx 2020-04-22 14:39
An example of a grid would be:
"tracker_default": { "type": "itemgrid", "background": "#1C1C1C", "width": 400, "h_alignment": "center", "item_margin": "2,2", "item_size": 50, "rows": [ [ "lordvessel", "artoriasring", "doll", "pendant", "crestkey", "sealkey", "crestartorias" ], [ "orangering", "depthskey", "residencekey", "cagekey", "darkmoonkey", "annexkey", "lightsource" ], [ "seath", "4kings", "nito", "bedofchaos", "purplecrystal", "basementkey", "blighttownkey" ], [ "newlondonkey", "dungeonkey", "archivegiantcellkey", "archivedoorkey", "archiveprisonkey", "archivecellkey" ], [ "pilgrimkey", "sewerkey", "watchtowerkey", "mysterykey", "undeadeastkey", "undeadwestkey" ] ] }
14:39
is that what you mean?
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Shit Opants 2020-04-22 14:40
uhhhhhh yea sure, this is straight mumbo jumbo
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MuffinJets 2020-04-22 14:41
It doesn't help that it's strangely cropped if you're looking at it on a small screen
14:41
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Bastixx 2020-04-22 14:41
In this case there is a file called items.json which contains a link to a picture and a code. That code can be seen here for each item
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MuffinJets 2020-04-22 14:42
^^
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Shit Opants 2020-04-22 14:42
oh okay, yea this makes a little more sense. can you explain the yellow text?
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MuffinJets 2020-04-22 14:42
So tracker_default has a list of attributes
14:43
In this case, tracker_default can be nearly anything, so we decided that it would be an itemgrid with the first attribute
14:43
We gave it a background color, as well as a width
14:44
These attributes can be listed in any order
14:44
It's usually cleanest if we list the rows after everything else, so we can visually locate it better
14:45
It's up to experimentation and experience to learn which attributes have extra information and what kind of details each attribute has
14:45
I still get tripped up with the margins 😅
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Shit Opants 2020-04-22 14:46
hmmmm. what should I use to write this stuff in?
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MuffinJets 2020-04-22 14:47
Bare minimum, notepad works
14:47
But I highly recommend VS Code
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Bastixx 2020-04-22 14:47
I am working in creating an overview what values an attribute can have, i can share that there if its done (edited)
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MuffinJets 2020-04-22 14:47
Well, technically that information is in the links in the channel topic
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Bastixx 2020-04-22 14:47
At least personally it helps with knowing what i can and cant do 😄
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MuffinJets 2020-04-22 14:48
Visual Studio Code is a code editor redefined and optimized for building and debugging modern web and cloud applications.  Visual Studio Code is free and available on your favorite platform - Linux, macOS, and Windows.
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Bastixx 2020-04-22 14:48
oh, i havent seen that before. Lets have a look what those files contain
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MuffinJets 2020-04-22 14:49
It's a little hard to read, but it outlines all the attributes and values
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Bastixx 2020-04-22 14:49
Ooh, that does seem very usefull 😄
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Shit Opants 2020-04-22 14:50
okay cool, this makes a little more sense I think. so to start I just open a file orrr???
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MuffinJets 2020-04-22 14:52
Sure, yeah
14:52
Show me what you're looking at when you do
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Shit Opants 2020-04-22 14:53
okay cool, k, I'll just stream it tbh, easier that way. send link in a second. if you wanna help me out that is.
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MuffinJets 2020-04-22 14:53
Sure thing
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Bastixx 2020-04-22 14:55
For the margin, what is the order?
14:55
left, right, down, up or something completely different?
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MuffinJets 2020-04-22 14:55
LURD
14:56
I remember it cause lurd
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Bastixx 2020-04-22 14:56
Thanks 🙂
14:57
And if it has only two values? Right and left then i assume? (edited)
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MuffinJets 2020-04-22 14:57
Honestly, not sure
14:58
I'm not 100% confident in my LURD either
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EmoSaru 2020-04-22 14:58
No.
14:58
We're not advertising streams here.
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Shit Opants 2020-04-22 14:58
ask muffin jets
14:58
cmonnnn
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MuffinJets 2020-04-22 14:58
My bad
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EmoSaru 2020-04-22 14:58
Margins with 2 components are horizontal and vertical.
14:58
Margins with 4 components are left, top, right, bottom
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MuffinJets 2020-04-22 14:59
So 2-component margins are equal on both sides, I assume?
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EmoSaru 2020-04-22 14:59
Yes.
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MuffinJets 2020-04-22 14:59
Cool (edited)
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Bastixx 2020-04-22 14:59
Thanks 😄
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Bastixx 2020-04-23 09:13
Question about layouts: in both Emo's lttp and Hamsda's oot pack there is a file called tracker.json containing two named layouts, Tracker_default and tracker_horizontal. These names are not referenced anywhere so i am assuming they are predifined somewhere? And what is the difference in usage?
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Spleebie 2020-04-23 09:22
I can never remember which is which but it switches between them when you resize the window to be a lot narrower than it is tall or the opposite.
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Bastixx 2020-04-23 09:24
Ah, that makes sense. Thanks!
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Hamsda 2020-04-23 09:34
yeah theres 4 default names that emotracker will use
09:35
emosaru mentioned them a few days ago
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Original message was deleted or could not be loaded.
EmoSaru 2020-04-23 09:35
Pinned a message.
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Hamsda 2020-04-23 09:35
was about to grab that 😄
09:35
ty
09:36
oh 5 even rooDerp1
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Nightshade 2020-04-26 18:56
hi there. i asked google, i asked youtube, didnt find anything. i came here. read the #welcome then read #faq didnt find anyone. so my question: how can i make my tracker (broadcast view) have a transparent background? i did read that it has something to do with NDI ... i did read that it has something to do with overrides. but that's all the info i managed to gather. i'm sure it is something pretty easy, which i just dont see. is there a guide i didnt find, or can someone help me?
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EmoSaru 2020-04-26 19:00
Setup NDI in OBS using this: https://obsproject.com/forum/resources/obs-ndi-newtek-ndi™-integration-into-obs-studio.528/ Once that’s setup, open the broadcast view in EmoTracker and it will be available as an NDI source in OBS
This plugin adds simple audio/video input and output over IP using NewTek's NDI™ technology. Three integrations are currently available: - NDI Source: add NDI Sources into OBS like any traditional source - NDI Output: transmit the main program...
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Nightshade 2020-04-26 19:11
huh, my anti virus found the "IDP.ALEXA.53" in the installer, which seems to be a virus or some kind of malware? (or at least my antivirus claims it to be). foolishly gonna ignore that ad add an exception, trusting that it is as save as it should be
19:11
qtsCrack
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EmoSaru 2020-04-26 19:13
What antivirus are you using
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Nightshade 2020-04-26 19:13
avast (not sure if that's just a german one or globally known)
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EmoSaru 2020-04-26 19:13
It’s known. I haven’t ever had issues with that installer using windows defender or mcafee, but 🤷‍♀️
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Nightshade 2020-04-26 19:18
thanks, it works perfectly fine, first shot. and a bonus: i dont have to manually re-add the tracker source everytime i start it, as it is with window capture. already loving it qtsLove
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Bastixx 2020-04-27 12:03
I am currently looking into variants and how those work. Can i just do something like this from EmoSaru's LTTP tracker, but then for the tracker layout?
if not (string.find(Tracker.ActiveVariantUID, "keys")) then Tracker:AddLayouts("layouts/standard_broadcast.json") else Tracker:AddLayouts("layouts/keysanity_broadcast.json") end
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EmoSaru 2020-04-27 12:09
Variants work like override directories. Basically the tracker will attempt to load a path from /variant_uid/path before /path
12:10
If you have situations where you want more broad re-use, the Lua-based pattern for loading I use in my pack for the broadcast layout is absolutely fine to do.
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Bastixx 2020-04-27 12:12
Ah okay, thanks 🙂
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Bastixx 2020-04-27 14:04
Another question: I'm trying to get a tabbed map setup going similar to what Hamda has in his OoT pack. The tabs show up nicely, but all the maps are continuously visible. I must be doing something wrong but can't see the mistake. (screenshots incoming)
14:04
14:05
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EmoSaru 2020-04-27 14:30
Hard to say without looking at the rest since your current tab is not visible in that code snippet, but are you loading your maps before your layouts in your init.lua script? (edited)
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Bastixx 2020-04-27 14:32
The load order is
Tracker:AddLayouts("layouts/layouts.json") Tracker:AddLayouts("layouts/tracker.json") Tracker:AddLayouts("layouts/broadcast.json") Tracker:AddMaps("maps/maps.json")
and the tracker visible in the left screen is located in a variant folder. I am not doing anything with that in LUA
(edited)
14:35
So to shortly answer your question: No, i am not. Should i change that?
14:36
Swapped it around, works now. Thanks for the pointer 😄
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EmoSaru 2020-04-27 14:37
If you're referencing things
14:37
Load the things you're referencing before referencing them 🙂
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Bastixx 2020-04-27 14:37
It's very logical when you say it like that orilol
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MuffinJets 2020-04-27 17:00
Took me awhile to figure that one out too lol
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Dorkmaster Flek 2020-04-28 05:04
Same lol
05:04
I was noticing odd behaviour when referencing locations in the access rules for other locations until I figured that out. 🤣
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Yazuka 2020-04-28 06:54
Hey there, I've been trying to make a tracker for Terranigma atm and mostly been successful however for some reason I'm not sure on my progressive_toggles don't seem to appear within my item grid. Within my init.lua I load the two Item jsons first then the layouts afterwards, the item grid is created like this:
{ "shared_item_grid": { "type":"array", "orientation": "horizontal", "content": [ { "type": "itemgrid", "h_alignment": "center", "item_margin": "1,2", "rows": [ ["AirHerb", "Airplane", "DogWhistle", "EngagementRing", "GiantLeaves"], ["HolySeal", "Log", "MagicAnchor", "Mushroom", "PrettyFlower"], ["ProtectBell", "RaDewDrop", "RedScarf", "Ruby", "SewerKey"], ["SharpClaws", "Ship", "SnowGrassLeaf", "SpeedShoes", "TowerKey"], ["", "", "", "", ""], ["Astarika", "Berugas", "Dragoon", "Eklamata", "GreatCliff"], ["GreatLakes", "Louran", "MermaidTower", "NeotokioSewers", "NorfestForest"], ["Penginea", "RaTree", "SylvainCastle", "Zue", ""] ] }, { "type": "itemgrid", "v_alignment": "top", "margin": "2,0,2,0", "item_margin": "1,2", "rows": [ ["Starstone"], ["TimeBomb"] ] } ] } }
06:54
Which correctly shows the items before the gap as well as the secondary item grid on the right but not the progressive toggles, each progressive toggle is created like this:
{ "name": "Astarika", "type": "progressive_toggle", "codes": "Astarika", "capturable": false, "stages": [ { "img": "images/Dungeons/Astarika.png", "img_mods": "overlay|images/Modifiers/SmallUnknown" }, { "img": "images/Dungeons/Astarika.png", "img_mods": "overlay|images/Modifiers/SmallStarstone" }, { "img": "images/Dungeons/Astarika.png", "img_mods": "overlay|images/Modifiers/SmallBomb" } ] },
I feel like I'm missing something simple here or I'm doing something wrong, anything obvious here? 🤔
06:54
Item Grid in the top left to show what I mean
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deserteagle417 2020-04-28 06:55
@Nightshade unzip this and drop the contents in your override folder for Emo's pack. If you haven't done anything with that before, click the gear menu at the top, go to advanced>open override folder. This will be where you want to drop the contents of this. This will do it for the standard map tracker (and I think inverted?). Not keysanity layouts though.
06:57
If you look at the very bottom of the items.json file, you'll see I added the GTchest item as a counter. Then in the two layout files, I replaced gomode with GTchest. This is how you put items in a layout. If you want it in other layouts, try exporting overrides for those and just change gomode to GTchest. (The nice thing about overrides is if you make a mistake, you just delete the overridden file and try again!)
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blasteg 2020-04-28 06:58
IIRC, Progressive toggle has codes in each individual stage
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Hamsda 2020-04-28 06:58
^
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Nightshade 2020-04-28 06:58
alright, gonna try.
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Yazuka 2020-04-28 07:00
If I swap between progress or progressive_toggle it makes no difference, they don't show regardless. I did notice the img_mods were missing their file extensions but fixing that didn't make it show either.
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blasteg 2020-04-28 07:04
try putting
"codes": "Astarika",
07:04
in each of the stages instead
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Yazuka 2020-04-28 07:11
Yep, that causes the images to show, thanks
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Yazuka 2020-04-28 07:36
So one final question regarding the item grid, they're all showing and all the progressive_toggles are structured the same way yet only one is actually progressive as seen in the screenshot Here is the item JSON: https://pastebin.com/e14YYndf Any ideas why that one is special? 🤔 (edited)
07:37
2nd Row, 3rd from the Right is the one which is working
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EmoSaru 2020-04-28 09:46
Not without seeing the code, no. Always post code. Make sure the images for your stages are actually loading, and that they don’t have case sensitivity issues with the file names vs. how you’re loading them.
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Yazuka 2020-04-28 09:46
The code is in the pastebin I linked above
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EmoSaru 2020-04-28 09:48
Which item name? There are several ways I could interpret “2nd row, 3rd from the right” and I don’t know this game.
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Yazuka 2020-04-28 09:49
So the one which works is RaTree which is the one with the icon overlay, none of the others in the bottom section have the item overlay
09:51
I've noticed that if I use three images with the overlay baked on it does work but if I use the img_mods it doesn't seem to work so I wondered if it was related to that somehow
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EmoSaru 2020-04-28 09:53
If you DM me a zip file of your pack, I will take a look.
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EmoSaru 2020-04-28 10:28
Overlay images must be the same dimensions as the images they're being applied to. I'm adding an error message in the developer log for this in the next version. (edited)
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Yazuka 2020-04-28 14:24
Thanks for figuring that out, where can I find the developer log for any future issues I might encounter?
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EmoSaru 2020-04-28 14:25
I'm referring to the console window, which shows loading and script errors. Gear > Advanced > Developer Console
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Yazuka 2020-04-28 14:26
Ah right, got it 👍
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Nightshade 2020-04-28 19:29
@deserteagle417 dont wanna be rude. i know you wanted to help, and it seemed that what you have is what i asked for. problem is that it's not really a "gt chest counter". just a chest that counts when you click on it. it does not automatically track GT chests with autotracking (if it's supposed to, it doesnt work). it just adds up when i manually click on it. as it is, it's not really helpful for me. having a manual counter outside of the tracker, linked to my streamdeck, would be more convinient. so i guess i'll stick with that. (and if it is supposed to automatically track the chests, which i honestly doubt, well. notice that it didnt work)
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MikeTrethewey | Axiom Verge 2020-04-28 19:39
EmoTracker doesn’t auto-track chests in dungeons.
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Nightshade 2020-04-28 20:17
yea. thats why i doubt that it's meant to work that way.
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deserteagle417 2020-04-29 00:00
Yeah, that's the best you're going to do then, since as Mike said, emotracker will not auto track dungeon chests
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Pink Switch 2020-04-30 12:00
Question, how do I set an item to always be at a location
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Dudude Dude 2020-04-30 12:13
That's what the hosted_item property is for. Emo's official ALTTPR pack has examples of using this in locations\dungeons.json
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Markio Bros 2020-05-02 13:18
is there a full documentation link available to start cutom work on layouts, as the current one available is a bit barren of information.
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MuffinJets 2020-05-02 13:20
The channel topic has a bit of information that may be useful, but if that's what you were talking about in terms of being barren, then no, there isn't other documentation
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Bastixx 2020-05-03 04:25
Is there any kind of a function built into the tracker? For debugging and/or error logging?
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Apokalysme 2020-05-03 05:27
if you click on the gear, you have "Advanced" at the bottom of the list, and here, you can access the "Developer Console" hope this is what you need (edited)
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Bastixx 2020-05-03 05:31
Partially. Can i log to that console myself?
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Apokalysme 2020-05-03 05:33
I know some scripts can log to that console, by setting a "DEBUG" option to "true" at the beginning of the script (that's the case for autotrackers) otherly, I don't know all that is possible with it
05:34
it depends on what you want to log, too
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Hamsda 2020-05-03 05:34
print statements from your lua will show up there
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Bastixx 2020-05-03 05:35
Ah nice, thanks! 🙂
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Bastixx 2020-05-03 09:22
Is it possible to have an array like thing which fills with picked up items? So it starts empty and shows the items when picked up?
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Hamsda 2020-05-03 09:27
not really
09:28
could very likely be done with lua, but not out of the box
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Bastixx 2020-05-03 09:28
Ah, might have to look at that then. Is there an example of a custom LUA element somewhere?
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Hamsda 2020-05-03 09:29
theres an example pinned in this channel
09:30
and i think a Z1R tracker makes pretty heavy use of them iirc?
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Bastixx 2020-05-03 09:30
Thanks, i'll look into that then 😄
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EmoSaru 2020-05-03 10:19
To clarify, there are custom Lua items, but not generic custom Lua layout elements.
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Bastixx 2020-05-03 10:29
Yea, i took a look at the example and i'm not sure if i can do what i want with that. It's a nice-to-have tho, so not that important (edited)
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Dudude Dude 2020-05-03 10:34
the sky is pretty much the limit with custom lua items so you almost certainly could code something like that, but it'd be pretty complicated.
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Markio Bros 2020-05-03 10:50
after a little json work , this works well.
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blasteg 2020-05-06 16:44
if an item is defined in items.json, but its code don't appear on any of the item_grid
16:44
what does provide count lua function return on it?
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Hamsda 2020-05-06 16:47
should be 0 since it won't be active
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blasteg 2020-05-06 17:31
hm. okay. I might be getting 1. idk. I'll print more things
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EmoSaru 2020-05-06 17:31
What kind of item is it
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Lou Snowfang 2020-05-06 21:56
What is the common.json file and what does it do?
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blasteg 2020-05-06 22:08
it's a basic toggle.. it should be. I was half asleep doing the refactoring last night
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Lou Snowfang 2020-05-06 22:13
I get to do 251 toggles. Sweet.
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blasteg 2020-05-07 04:14
1.0 normal: 6 was printed. hmmm
04:19
ah nvm, I think I found my problem
04:19
bussing conflicting code
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A System of Vibrant Colors 2020-05-08 13:07
I am trying to make a better Hollow Knight Randomizer pack than what is there already, but, uh Is there a way to let the user input the settings, for the pack to choose the appropriate logic for this? (such as start location, glitches in logic, item pools, ...) Also wondering how to deal with shops, which have an actual random amount of items, and a user could want to pin multiple ones if they don't have the money and several are required...
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MikeTrethewey | Axiom Verge 2020-05-08 13:37
@A System of Vibrant Colors See the Metroid Prime pack. One of them anyway. It uses “items” to facilitate settings toggles. Emo’s base ALttPR pack has an example with basic/advanced item placement as well.
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Yazuka 2020-05-08 13:55
If you want a Settings page where you enable things based on how you randomize your game then you could also look into the Wind Waker tracker which has that functionality too
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Spleebie 2020-05-08 14:07
Hamsda's OOT tracker also makes excellent use of item-based settings and shop locations you could check out
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A System of Vibrant Colors 2020-05-08 15:02
I'll look in those, thanks!
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Nicholas Steel 2020-05-08 21:21
For example:
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Tyfox64 2020-05-08 21:48
wait what this metriod prime rando?
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A System of Vibrant Colors 2020-05-09 01:20
This is great! But oh god we'll have 15 map tabs
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MuffinJets 2020-05-09 09:40
It also might depend on how many settings you want/need to cover too If it's only a few, it may be worthwhile to have them in a popup, like Hamsda's OoT, Emo's ALttP, or my own LADX pack
09:41
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A System of Vibrant Colors 2020-05-09 14:58
there are about 10 starting locations, eight glitches logic, and 9 item pools on/off, so yeah it'll be better like this
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Alexybubble 2020-05-09 18:31
I know that this has probably been answered 1000 times by now, but how do I increase the size of the maps? I know how to increase the size of the items, but the map only gets smaller.
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EmoSaru 2020-05-09 18:34
The map scales to fill the space it's given. Make the window larger and/or change the aspect ratio (edited)
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Alexybubble 2020-05-09 18:35
I'm in full screen and its still way too small
18:37
And if I change the aspect ratio other stuff won't work because of options being cut off.
18:39
I've seen some people have the items to the side of the map rather than below, is there a setting somewhere for that, because I think it might help, but I don't see a setting for it.
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EmoSaru 2020-05-09 18:47
You can use layout overrides to do that if you want, there is plenty of information in this channel about doing so if you search.
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Alexybubble 2020-05-09 18:50
It does actually display at a decent size for some trackers, but zelda/metroid snes, prime, minish cap, and both castlevanias are too small. I want to be able to actually see the map, not just the squares.
18:51
Ok. I'll look for overrides.
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Qwazzy 2020-05-10 11:06
Overrides are definitely the way to go for that issue. It might be tough if you're not used to dealing with code. I know the layout code has variables for setting whether they're horizontal or vertical, which might help you put the map on the left/right side instead of above the item grid. Another thing I do (it's not a great solution, and won't help you at all if you stream) is shrink the item grid down with an override using the "scale" variable. Then when you need to view or manipulate the item grid, Ctrl+ScrollWheel makes it larger, then back down afterward, so the map takes up more space.
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Pink Switch 2020-05-11 00:02
i dont understand what all the things is for like wouldnt this be general support anyways
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EmoSaru 2020-05-11 00:02
😐
00:02
This is the place to discuss customization.
00:03
Like, customizing layouts, packages, etc.
00:03
That's why it's called #customization-support.
00:03
General support is for non-specific issues there aren't a specific channel for.
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Pink Switch 2020-05-11 00:05
Okay. I'm sure they work fine but I couldn't get either solid or image to show up for some reason, was just a blank space that didn't do anything
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EmoSaru 2020-05-11 00:07
In the case of image, did you specify an image to display, using the image property described in the json schema? The description for that property is The image to display for image style buttons. (edited)
00:07
solid has no implicit size, and requires a width, height, and background.
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Pink Switch 2020-05-11 00:14
Does it need anything other than having a line specifying the image
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EmoSaru 2020-05-11 00:15
If you have a functional button popup, then the only difference between style being image vs settings is the style and the image.
00:16
If you don't have a functional button popup, then I suggest you look again at existing examples.
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Pink Switch 2020-05-11 00:29
No, I have it functional
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EmoSaru 2020-05-11 00:31
maybe you should post the snippet of JSON you're using for this
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Xopar 2020-05-15 12:54
In my tracker I want to have a couple of quantities that I can set easily that progressive icons wouldn't be the most convenient thing. Namely, in a seed we have a goal to obtain X items where X is [1,100]. I could have a counter that I clicked all the way up but that is pretty tedious. In the ideal case, I can put a button on the tracking view that if I click pops up a window with a box where I can input a number. This number could then be shown as the goal on the broadcast view. Is this doable without writing a lot custom lua?
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MikeTrethewey | Axiom Verge 2020-05-15 13:30
@Xopar Might be worthy of #suggestions . That sounds really damn useful, actually.
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EmoSaru 2020-05-15 13:37
You can do it with custom lua, albeit with digit items and then converting.
13:37
In order for me to justify implementing something like this as a core feature, it would need more than a handful of use cases.
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Xopar 2020-05-15 13:38
Great. I will lua it up then 🙂 I just wanted to make sure there wasn't a simpler way first.
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Dudude Dude 2020-05-15 14:49
One of the easiest solutions would be to not handle this through the tracker, and just add a text source to your stream layout fwiw. On the other hand that sounds like a fun way to teach yourself how to build custom lua items.
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Dual [CDT UTC-5] (TWWR) 2020-05-21 14:51
Is there a reason someone would want to use nested arrays over an item grid?
14:52
Or is it that you can only have one item grid?
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Spleebie 2020-05-21 14:55
itemgrids can only have items, arrays can have anything
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Dual [CDT UTC-5] (TWWR) 2020-05-21 22:34
The reason I ask is the settings are "toggle" "items" and I couldn't see any reason why there was a nesting of arrays in comparison to a structure that already exists. Maybe the plan was to include things later?
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EmoSaru 2020-05-21 22:48
item grids are very rigid. One obvious restriction to them is that all cells in them are the same size. That can be one reason not to use them. Ultimately, item grids are really just shorthand for more flexible structures.
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Xion N°i (Sucre) 2020-06-05 09:00
hi I just downloaded emotracker but I cant change de item tracker size when I resize de window (only the map scale with it not the item tracker) so I searched on the net and found that I need to override the json I tried it with notepad++ to change de size of the item tracker in alttp/sm randomizer but I need some help cause it didn't worked
09:00
I'm using super metroid and a link to the past randomizer map tracker standard
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MikeTrethewey | Axiom Verge 2020-06-05 09:04
Search the server for: from:JRJathome#5715 has:image scale for an example.
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Xion N°i (Sucre) 2020-06-05 09:14
nice it worked thanks
👍 2
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Snowbear 2020-06-06 06:44
Hey um, quick question. I am working with a developer of a pack and sometimes a location image doesn't appear/isn't clickable
06:44
It works for him, but not for me and was wondering if anyone knows how it happens?
06:45
I have a version that works, but we were testing out a .zip folder so people can just download it since it isn't official yet
06:46
Is there a bug that sometimes makes an item/location not appear for certain people?
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Bastixx 2020-06-06 06:53
I've only had that happen when the pack itself had a bug, meaning that a code or a path to an image somewhere was incorrect (edited)
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Snowbear 2020-06-06 07:12
Weird
07:13
Well if other people have issues, we can troubleshoot it. But it might be something on my end. But I found a workaround for the moment. keizaShrug
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Dudude Dude 2020-06-06 08:16
Have you both checked with just the .zip in the packs folder? Because if it happens only with the zipped version, there was an issue sometime ago with capitalization in file names within zipped packs. The simplest workaround to that being only using lower case file names.
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Snowbear 2020-06-06 11:43
i have checked with someone else with the zip in teh packs folder and only happens with that
11:43
hm....
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EmoSaru 2020-06-06 11:48
Paths within zip archives are case sensitive. The windows filesystem is not. Fix paths within the pack to be correct.
11:48
There is no “hm”. That is the way it is, and it’s not changing. (edited)
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Snowbear 2020-06-06 11:49
That's fine
11:49
I had no idea about it
11:50
Changing the name on the folder didn't help me though with the issue. Is there something more i am missing?
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EmoSaru 2020-06-06 11:51
You need to check the file names as well. And to be clear, the path in the zip file and the paths used to reference it in the json need to match.
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Snowbear 2020-06-06 11:52
Thanks for all the help!
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Dual [CDT UTC-5] (TWWR) 2020-06-06 22:08
For progressive items, if I want phase 0 to be different than phase 1, how would I do that?
22:09
would I just use "disabled_img"
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blasteg 2020-06-06 22:19
check the format of progressive items. it should let you set image for each stage
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Dual [CDT UTC-5] (TWWR) 2020-06-06 22:26
But I mean more like when I don't have a bow, I want graphic x.png and when I do have the bow, I want y.png.
22:27
The progressive and progressive_toggle don't seem to let you use different graphics for what I have mentally been calling phase 0 and phase 1, in which 0 is the default state when the user has not yet enabled the item. (edited)
22:29
And based on the data within the schema/items, there is no way without doing a progressive toggle
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blasteg 2020-06-06 22:39
type progressive should support "stages" array
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Dual [CDT UTC-5] (TWWR) 2020-06-06 22:40
how do I make a phase for an ungotten version of the item
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blasteg 2020-06-06 22:43
you want them to have different code as well as different image, I think
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Dual [CDT UTC-5] (TWWR) 2020-06-06 22:44
blasteg, I'm positive you are trying to help me but half of what you said either doesn't answer my question or doesn't make sense.
22:51
I guess let me explain I want to use a different image for each stage of a progression including lacking the item. Say for ootr, I want it to be something like having no bow would be bow.png and its just the bow. The first stage of having the bow is bowandarrow.png and it's the bow with an arrow knocked. The second stage of having the bow is bowquiver40.png and is the image prior with a small icon of the quiver upgrade.
22:55
I think what you are recommending is setting it to the first stage and disable disabling, but use image filters and codes to say it is "no bow"
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blasteg 2020-06-06 22:59
mhmm
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ReggX 2020-06-07 14:18
@EmoSaru I'm building a entrance rando package that uses capture_item to determine where the entrance leads to and then place the checks for the chests inside the cave/dungeon on that exact location. With 135 possible entrances, that means every dungeon/cave/house that has a check inside needs 135 (plus another 135 since I have three views [Combined/Items only/Entrances only]) conditional map locations, where only 1 (+1) is visible. That leads to 268 extra function calls, that all end up negative and hidden for every one of the 45 interiors with items.
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EmoSaru 2020-06-07 14:19
Okay. I’m gonna say again that I have plans for first class entrance support, and this isn’t it, so it’s unlikely that I’m going to do specific work to address use cases like this. (edited)
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Dual [CDT UTC-5] (TWWR) 2020-06-07 14:32
I have no idea why Earth Temple and Wind Temple are giving me such grief. It is the first part, I figured out that much but I have no idea why.
{ "name": "Earth Temple", "access_rules": [ "@can_access_dragon_roost_cavern" ], "sections": [ . . . ] }
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ReggX 2020-06-07 14:34
what is "@can_access_dragon_roost_cavern"?
14:36
if it's a lua function, use $ instead
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Dual [CDT UTC-5] (TWWR) 2020-06-07 14:37
It is a JSON function that basically tests if the player exists...
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ReggX 2020-06-07 14:40
I'm not aware of that working
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Dual [CDT UTC-5] (TWWR) 2020-06-07 14:43
It does because @can_access_dragon_roost_cavern exists on Forest Haven... I recreated it, getting it to work, so I put it in a text comparing program, and it seems like a whitespace issue. JSON is whitespace sensitive?
14:45
JSON Simple Array Examples Whitespace (Space, Horizontal tab, Line feed or New line or Carriage return) does not matter in JSON. It can also be minified with no affect to the data. Object literal names MUST be lowercase (ie – null, false, true etc).
- sitepoint says no
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Dual [CDT UTC-5] (TWWR) 2020-06-07 15:17
New issue, if I delete the old, commented out version of Earth Temple, it bricks the location.json This is the least I can leave without that issue
/*{ "sections": [ /* */ ], },*/
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Dual [CDT UTC-5] (TWWR) 2020-06-07 15:44
That segment isn't passive, it overwrites everything past it...
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Dual [CDT UTC-5] (TWWR) 2020-06-07 15:54
What is the location limit for Emotracker?
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MuffinJets 2020-06-07 17:03
I don't know, but Wind Waker doesn't have enough to hit that limit, I think
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Dual [CDT UTC-5] (TWWR) 2020-06-07 17:17
I meant for a single pin. It wasn't the issue though, it was a missing ]
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EmoSaru 2020-06-07 17:24
There is not a limit. Use an editor with json validation.
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MuffinJets 2020-06-07 17:59
Visual Studio Code is great, highly recommend
17:59
Free
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Dual [CDT UTC-5] (TWWR) 2020-06-07 18:38
I use Atom and I like it quite a bit for editing Python for Maya but if a section of a script gets longer than 1,000 lines (say, an array, a string, etc.), things then to get wonky, so it doesn't handle HTML/XML or Java/JSON very well.
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Pink Switch 2020-06-07 18:51
Is it possible to put an image overlay over a toggle (edited)
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Dual [CDT UTC-5] (TWWR) 2020-06-07 18:51
do you mean like an image filter/mod?
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Pink Switch 2020-06-07 18:53
yeah
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Dual [CDT UTC-5] (TWWR) 2020-06-07 18:53
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 @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"
https://discordapp.com/channels/386961931988369418/388167481916653571/673953112863801344
18:55
I'm not gonna say I know what it does but based on the description, it sounds like what you are looking for.
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Pink Switch 2020-06-08 17:31
I forgot how to add a separate page for like another map
17:31
I added the second map but it's just adding it next to the main one
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ReggX 2020-06-08 17:33
use a tabbed layout
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MikeTrethewey | Axiom Verge 2020-06-08 21:14
@Pink Switch See the Super Metroid/Link to the Past tracker for an example.
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Pink Switch 2020-06-08 21:43
is it possible to move these maps down and not have them all be in a line
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ReggX 2020-06-09 04:34
orientation: vertical
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Pink Switch 2020-06-09 06:45
is it possible to lay them out in like a square
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Dual [CDT UTC-5] (TWWR) 2020-06-09 07:07
Two sets of arrays: vertical with horizontal
07:11
Though, if you are just going to use maps like that, why not use a bigger graphic with them pre-arranged?
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Pink Switch 2020-06-09 07:15
would that work efficiently?
07:15
It also has to end result be big enough to like see the map
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Dual [CDT UTC-5] (TWWR) 2020-06-09 11:58
Yeah, there are lots of places that do stuff like that.
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JRJathome 2020-06-09 15:32
You can also nest map tabs, so it might look nicer to have a tab for each dungeon floor instead of displaying all floors at the same time.
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Pink Switch 2020-06-09 16:12
Really? What do you mean nested tabs
16:12
How do I nest tabs
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ReggX 2020-06-09 16:32
use a tabbed layout inside another tabbed layout
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blasteg 2020-06-09 16:40
I heard you like type: tabbed, so we put a type: tabbed in one of your tabs:[content:]. maybe (edited)
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MuffinJets 2020-06-09 16:57
Yo dawg
16:57
I heard you like content
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Pink Switch 2020-06-09 17:35
Parent lets you connect an area to another area yeah
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Pink Switch 2020-06-09 18:34
another question, if you have a list of chests (instead of individual chests) is it possible to make some of them use a different icon
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EmoSaru 2020-06-09 18:37
No.
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Pink Switch 2020-06-09 18:37
didnt think so (edited)
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Pink Switch 2020-06-09 19:19
Can a parent be used across maps in 2 different location files (edited)
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EmoSaru 2020-06-09 19:37
Location parenting is not tied to map placement. It is logical parenting. All references always following the rule that the thing being referenced must be loaded before the thing referencing it.
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Pink Switch 2020-06-11 13:44
Is it possible to make something progressive but able to have, for example, a hosted item check be able to set it to a specific stage instead of just increasing it
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EmoSaru 2020-06-11 19:13
No. You can make that work by getting creatiev with proxy items and lua. (edited)
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Pink Switch 2020-06-11 19:27
Gotcha
19:27
What about starting on a separate tab instead of always the far left one
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JRJathome 2020-06-11 19:31
Sorry, Pink. I made that suggestion the other day and then completely forgot about this conversation. 😛 I was thinking something similar to what the SMZ3 map pack has:
19:31
19:31
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Pink Switch 2020-06-11 19:32
hm?
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JRJathome 2020-06-11 19:32
So you'd have each dungeon on the top tab line and subtabs for each floor.
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Pink Switch 2020-06-11 19:32
Oh no I figured that out
19:32
im asking now is it possible to start on a second one
19:32
like in that I want light world to be the default not full
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JRJathome 2020-06-11 19:33
Hmm. That I'm not sure.
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Dudude Dude 2020-06-11 19:37
Looks like at the moment it'll default to the first (or leftmost) tab with no option to specify another default. (edited)
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JRJathome 2020-06-11 19:48
I assume you're asking since you want to put all the floor maps in numerical order but the entrances aren't always on the 1st floor, correct?
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EmoSaru 2020-06-11 20:23
I will look into adding support for setting the initial tab index in the next update. This is not currently possible.
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Pink Switch 2020-06-11 21:47
Yes that's right JR
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Pink Switch 2020-06-14 19:02
Is it possible to make a badged check that changes the main image entirely when it has a badge
19:02
or something
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EmoSaru 2020-06-14 20:52
Lua. Custom. Items.
20:52
If you want to do something with an item's presentation that doesn't exist.
20:52
Build it.
20:53
In Lua.
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Pink Switch 2020-06-14 23:06
look man i dont really know how all this works
23:06
I just put stuff together
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EmoSaru 2020-06-14 23:07
That's fine, but the answer is still the answer. If you want to do things that can't currently be done without scripting, then the answer is to learn how to do scripting.
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MuffinJets 2020-06-15 11:33
I think part of the question was if it existed, too
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EmoSaru 2020-06-15 14:01
Yes I get that, but I think that as a general rule, the schemas provided and the ability to try things out would rule out some of these questions.
14:03
Lua has been suggested as the solution to a number of questions in the past in this context, and has generally been resisted.
14:04
So to make a general statement... Check the schemas. If they don't contain anything to suggest that something is possible, my answer is either going to be "it's not possible" or "yes with lua scripting".
14:04
In some cases I would consider adding core functionality to items.
14:05
But with Lua scripting available, it is much better in general to keep the core item types as simple as possible. Frankly, with custom items today, the main benefit of the built-in item types is convenience during authoring time, and that's something I'm considering improving upon.
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Pink Switch 2020-06-15 15:04
look I looked at the schemas
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XenoWars 2020-06-18 16:53
So me and a couple others are gonna be continuing work on anxiousCrescendo's Prime 2 pack. I havent really worked with emotracker editing before other than logic, so what are some basics?
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Bastixx 2020-06-18 23:55
Take a look at the pinned messages in this channel, especially the schema's. Those will really help you out. Other than that, the best way to get started is to look at an existing pack and see what they are doing. EmoSaru's LTTP pack is a good one for that
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XenoWars 2020-06-19 14:59
how exactly does info in locations.json get called for a map tracker? i want to separate them into different files per region if that is possible
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EmoSaru 2020-06-19 15:34
Look at my pack as an example. It uses multiple location definition files. Packs which use an init.lua for loading are not limited in that way.
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Pink Switch 2020-06-21 14:02
Anyone know how - with lua - to host a specific stage of a progressive item on a check (edited)
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ReggX 2020-06-21 14:06
for an example, check out the Oracle of Ages pack, specifically the bottom of shuffle.lua
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Pink Switch 2020-06-21 14:58
For my thing?
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ReggX 2020-06-21 15:02
yes
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AverageFrustratedGamer 2020-06-21 15:16
Hey folks! Please forgive my newbieness. I have knowledge of SQL, and I am trying to grasp the JSON basics. I tried to do some really limited customizing - my goal is to have one large vertical item column for normal ALTTP tracking, and two columns for ALTTP Keysanity tracking. I think with the orientation set to vertical, all I needed to do was create one row for each item. I was able to get a horizontal row with everything in it, but I couldn't get to vertical. I tried messing with the orientation, changing it to horizontal, changing the "rows" to "columns" and/or "cols" but these efforts failed. Also, I've been unsuccessful adding "scale": "2" to double the size of the tracker itself. I've looked up some basic JSON tutorials but I have not been able to get there. Can anyone point this newb in the right direction?
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EmoSaru 2020-06-21 15:18
itemgrid always works in rows
15:19
but you can still populate it however you want, and you can have multiple itemgrids hosted in arrays, etc.
15:19
look at my pack's keysanity layout for examples of all of this
15:19
lots of pack layouts do this
15:19
also, JSON is just the data definition format
15:19
for information about what each element does in emotracker, you'll want to look at the JSON schemas linked in the pinned messages here
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AverageFrustratedGamer 2020-06-21 15:20
I did... I'll keep poking around, thanks! Are your packs in the same place as the schemas/layouts above?
15:22
Wouldn't the general idea for one big column be [ "bowandarros" ] ["boomerangs"] etc.?
15:22
"bowandarrows*"
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EmoSaru 2020-06-21 15:37
re: the way to define one big column in an itemgrid, yes (edited)
15:37
you can download my pack in emotracker and look at the contents of the zip file, just like any pack
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AverageFrustratedGamer 2020-06-21 15:41
much appreciated, thanks! I think I'm starting to make progress, not sure if my goal will work as planned, but I'm starting to dump items into a column.
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Pink Switch 2020-06-21 15:59
shuffle.lua? @ReggX what ages pack is yours
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ReggX 2020-06-21 16:07
there should be only one on the package manager
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XenoWars 2020-06-21 19:44
So, is it possible to make it so that you can set requirements for multiple locations without listing it every time? like if 20 checks all share like 6 items needed to get to them
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Pink Switch 2020-06-21 19:45
you can make a parent to it i think
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Dudude Dude 2020-06-21 19:46
Child locations will inherit from their parent. So setting up a parent location with those 6 requirements, then make the rest of the locations children of that location should enforce the requirement on all of them.
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XenoWars 2020-06-21 19:46
interesting
19:48
so would i put access rules right before children?
19:48
[ // Torvus Bog { "name": "Torvus Bog", "group": "Torvus Bog", "color": "#559966", "children": [
19:49
and then it goes for every check under it?
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EmoSaru 2020-06-21 19:49
the order of the fields doesn't matter
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Pink Switch 2020-06-21 19:49
yes
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EmoSaru 2020-06-21 19:49
the hierarchy of the locations is what matters
19:49
there is also support for implementing custom access rules in lua, which you can find examples of in my pack
19:50
e.g. canUseMedallions (IIRC)
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XenoWars 2020-06-21 19:51
alright, i'll give that a look later. i think the json version will be good for now, but i will still give it a look
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XenoWars 2020-06-21 20:41
just converted one of the files to use a parent, andit works like a charm. thank you
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Pink Switch 2020-06-21 22:14
Is there an easy way to have multiple hosted locations for a progressive item (edited)
22:15
Not a progressive, sorry
22:15
a consumable
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ReggX 2020-06-22 04:35
If it's its own location and section, then you can just use the fact that map_locations is an array and allows multiple entires.
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Pink Switch 2020-06-22 05:35
Hm?
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XenoWars 2020-06-22 06:27
You mean like there being 15 fairies per dungeon? (i assume youre doing the MM one)
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Pink Switch 2020-06-22 06:58
I'm working on twilight princess actually
06:58
There's 7 locations for the 7 hidden skills, which I have set as a consumable since they're all progressive (and theres no real need to have them be a progressive item)
06:59
But they can't be shuffled, so I need to place a check for the skill that can host it to increase it by 1 when checked
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ReggX 2020-06-22 07:49
just create 7 locations that all host the same item?
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XenoWars 2020-06-22 12:20
Can i not have multiple groups? i dont want parent access_rules for this group, but i do for another. // Agon Wastes { "name": "Agon Wastes", "color": "#cc8844", "Group": "Wasteland", "children": [
12:20
} ], "Group": "Pirate Stronghold", "access_rules": [ "violet, missile" ], "children": [
12:20
and it's not working
12:21
i looked through and dont see any commas missing or added
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EmoSaru 2020-06-22 12:23
"Group" is a not a property of locations
12:23
I'm not sure what you're trying to do
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XenoWars 2020-06-22 12:23
ok it works now
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EmoSaru 2020-06-22 12:23
The JSON schemas linked in the channel topic show what's available
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XenoWars 2020-06-22 12:23
there was a quote added where it shouldnt
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EmoSaru 2020-06-22 12:23
I guarantee you that "Group" is not doing anything.
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XenoWars 2020-06-22 12:23
it is
12:24
it allows me to have two different sets of checks with different parent requirements
12:24
i have one set with no requirements and another with two
12:27
oh but the first group isnt showing up on the tracker
12:27
i didnt make this originaly and i've seen "Group" in other parts of the code
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EmoSaru 2020-06-22 12:27
What pack did you base this off of
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XenoWars 2020-06-22 12:28
This is Prime 2. I would assume Prime. I don't know what the person based it off of
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EmoSaru 2020-06-22 12:29
It looks like I have group attributes in my pack from LOOOOOOOOONG ago (pre-release) when they were a prototype thing that got replaced. So, I'll take responsibility for this spreading.
12:30
I can however, assure you, that there is literally no code parsing or doing anything with "group"
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XenoWars 2020-06-22 12:30
so making two different sets of checks have different parent requirements is done how now?
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EmoSaru 2020-06-22 12:33
There is no "now"
12:33
Group never existed in a public release
12:33
There's just the way you do it
12:33
And you do that by making them have different parents
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XenoWars 2020-06-22 12:35
So, this? "name": "Agon Wastes", "color": "#cc8844", "children": [ "name": "Pirate Stronghold", "color": "#cc8844", "access_rules": [ "violet, missile" ], "children": [
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EmoSaru 2020-06-22 12:35
I don't understand how what you're posting here relates to your question
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XenoWars 2020-06-22 12:35
different parents
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EmoSaru 2020-06-22 12:36
the code you're posting doesn't illustrate different parents
12:36
so I can't tell you if you're doing things correctly
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XenoWars 2020-06-22 12:46
it works the way i did it though now. i thought it didn't but i was just hitting the wrong item for the check i was trying to confirm
12:48
the code starts with agon, then i completely close it after its checks, except for the first bracket for the array, then i have pirate stronghold
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EmoSaru 2020-06-22 12:49
if it works, then you probably did something reasonable. Just to restate though, those "group" attributes are absolutely not doing anything.
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XenoWars 2020-06-22 12:49
i went without groups
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EmoSaru 2020-06-22 12:49
👍
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Pink Switch 2020-06-22 14:37
@ReggX I did have 7 locations hosting, but as soon as you check one it checks them all
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EmoSaru 2020-06-22 14:46
I just tested this and it appears to work fine
14:46
The hosted item shows the current state of the hosted item, so yes, it will appear lit, but the location is not actually "cleared"
14:47
You could make it work differently by using lua scripting, and tying the stage of your shared progressive to the number of proxy toggles that had been cleared on each dungeon, for example
14:48
which is probably how I would do it
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Pink Switch 2020-06-22 14:57
Also emo it's not a progressive, it's a consumable, that was my bad
14:57
I need a hosted check that increments the consumable by one without clearing every hosted location of the consumable
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EmoSaru 2020-06-22 14:58
that might require building a custom item in lua (edited)
14:59
let me test quickly
15:01
Okay, I see the issue you're actually having now
15:02
You either a) only have the single hosted item in the location or the rest of the location is already cleared
15:02
you're going to need to use lua scripting
15:02
host a proxy toggle in each location
15:02
and manipulate the count of your shared consumable when their state changes
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Pink Switch 2020-06-22 15:02
Oh I think I get it
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ReggX 2020-06-22 15:15
or just use a progressive and embed the counter in the image file
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Pink Switch 2020-06-22 15:16
no
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Pink Switch 2020-06-22 19:51
Does anyone know how I could set that up with lua
19:51
lua just confuses me
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XenoWars 2020-06-22 20:11
Is there anyone here that knows Prime 2 logic well and can double check mine?
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Pink Switch 2020-06-23 20:44
How do I use lua to check whether or not a check has been checked
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EmoSaru 2020-06-23 20:50
look at my autotracker script for examples of how to check and manipulate items
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Pink Switch 2020-06-23 21:18
you mean the one for link to the past or
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EmoSaru 2020-06-23 21:20
that is the only pack I have built
21:20
so yes
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XenoWars 2020-06-24 10:55
Prime 2 pack is about ready. Im just getting someone to double check the logic when theyre able. Though how do you set it so it defaults to all pins shown and clearable?
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Nicholas Steel 2020-06-24 11:01
Uhh, unsure for pins. For locations you press F11 and then you go in to the Emotracker settings and look for the option that makes locations always manipulable (that's probably unrelated to what you're after though). (edited)
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XenoWars 2020-06-24 11:05
I know you can just enable them in settings, but what about making them default, already on when you open it
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ReggX 2020-06-24 11:07
not possible
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Pink Switch 2020-06-24 11:07
I’m also having some trouble with something else I might be able to solve in lua. I have two separate map tabs with similar checks I want to mark off on both. However, on one map, it’s a bunch of individual checks. On the other, it’s a list of checks under one group of them, so I can’t just set them under one map, does anyone have any advice
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ReggX 2020-06-24 11:11
check the section_object.AvailableChestCount of one and sync it with section_object.AvailableChestCount of the other, with section_object = Tracker:FindObjectForCode("@location name/section name")
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Nicholas Steel 2020-06-24 11:12
Yeah there's no way to adjust the default behaviours for those options XenoWars (at least currently, I always forget Emosaru's stance on supporting modifiable default behaviour for 'em) (edited)
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ReggX 2020-06-24 11:13
put the code in tracker_on_accessibility_updated to run after every change
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Pink Switch 2020-06-28 20:45
Using lua how do I make it so that the tracker/scripts update after checking something or etc. The current way I have makes it impossible to unclear a check if you do it by mistake
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EmoSaru 2020-06-28 20:47
The tracker does update after clicking on an item, etc., and tracker_on_accessibility_updated will be invoked in Lua.
20:47
Beyonnd that, you'd have to provide more information on what's happening.
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Pink Switch 2020-06-28 21:00
Sorry, it's a little bit confusing to explain, so I'll try
21:03
I have 2 sets of checks. One represents a dungeon with a list of checks under one parent. The other is a detailed map view that shows all the checks individually on a map of the dungeon. I want to sync them up using lua, so that when you check it off of either the map or the list, the other one updates accordingly. The current lua script I've found does not allow for any sort of way to undo checking it off if you were to misclick, and I'm wondering if there's a better way to do this
21:06
I can't just have it on different maps without lua because it's a difference of this
21:06
and this
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EmoSaru 2020-06-28 21:08
It is tough if you have a bidirectional relationship between things. That said, you would need to implement some sort of state caching in Lua so that you could resolve the new state intelligently in the logic updated callback.
21:08
I don’t recommend trying to do bidirectional linking if you’re not confident in scripting.
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Pink Switch 2020-06-28 21:08
...I see.
21:09
Is there really no simpler way?
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EmoSaru 2020-06-28 21:09
It’s not a simple thing, so no.
21:09
You’re trying to build something very specific that is non trivial. (edited)
21:10
All that said, I expect that control-z to undo would still work with what you’re doing.
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Pink Switch 2020-06-28 21:10
Control-z doesn't though, in this case
21:10
it just completely ignores every attempt to uncheck it short of a full reset
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EmoSaru 2020-06-28 21:11
I’d have to look at why control-z doesn’t work in this case, but again, it’s not something that’s directly supported.
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Pink Switch 2020-06-28 21:12
What I don't understand is why does it only check in that direction like if you were to right click the check does the script take priority over that?
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EmoSaru 2020-06-28 21:12
I don’t understand what you’re asking.
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Pink Switch 2020-06-28 21:21
https://media.discordapp.net/attachments/388167481916653571/727011423498141776/unknown.png?width=957&height=193 why does this take effect after clicking off a check but this is always in effect stopping you from checking it
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EmoSaru 2020-06-28 21:26
are both of those blocks of code in your logic updated callback?
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Pink Switch 2020-06-28 21:55
I'm not sure since this is based off an example from another pack I took over development of
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Pink Switch 2020-06-28 23:03
How can you use lua to affect the inventory? That is, is it possible to change the state of an inventory item based on a check being... checked
23:03
like incrementing a consumable
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EmoSaru 2020-06-28 23:12
Look at my autotracker script. It retrieves and manipulates items. The relevant property on consumable items is AcquiredCount
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Pink Switch 2020-06-28 23:34
Yours updates by byte...?
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EmoSaru 2020-06-28 23:39
It looks at byte data to determine what to set things to, but that's irrelevant. It shows how to retrieve and manipulate items.
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Vicendithas 2020-06-29 03:40
I've got a quick question for anyone willing to help. I'm working on a pack with several maps and I'm having trouble figuring out how to change the layout. Currently the 4 maps I always stay in a line, vertically or horizontally depending on the size of the window. Is there a way to force it to display the maps in a 2x2 grid?
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TarThoron 2020-06-29 11:00
The SMZ3 pack has a layout with one large map with two smaller maps statcked next to it. Maybe look there for formatting help?
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Dorkmaster Flek 2020-06-29 11:21
Yeah you're gonna need to do nested arrays.
11:22
The SMZ3 one is a horizontal array where the first element is another vertical array for the two smaller maps.
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Rokon 2020-07-02 03:55
for Hamsda's tracker, how the hecc do I make the maps smaller?
03:57
Just can't figure that out
04:03
and for Rikkukun's tracker, I need to make the icons smaller too
04:04
(PinkSwitch's MM tracker and Hamsda's OoT tracker)
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Nicholas Steel 2020-07-02 04:15
To make maps smaller, resize the window (there's a minimum amount it can be decreased to, varies per tracker package) and to decrease items try the mouse scroll wheel? (edited)
04:16
For a more in-depth customization you'd be looking at implementing an Override for the relevant packages and I'm not at all familiar with that stuff.
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Rokon 2020-07-02 04:16
that's what I'm asking
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Dual [CDT UTC-5] (TWWR) 2020-07-02 12:36
Hamsda's tracker is something else, kinda complicated under the hood, but for overrides you need to copy and edit the necessary files to change. Use the Export Override function to make your life easier.
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Hamsda 2020-07-03 02:12
Yeah I tried to make it as modular as possible so you can keep your overrides between updates hopefully.
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Pink Switch 2020-07-05 16:13
Is it possible to use Lua to change an image/modify the item layout on the fly
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ReggX 2020-07-05 16:18
if it's just a simple image, then you can cheat a little by creating a progressive item with multiple stages(images) and use "ignore_user_input" to make it behave like a static image in the layout.
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Pink Switch 2020-07-05 16:37
see I tried that but now ive kind of got a problem
16:38
i figured out my issue by using a progressive badged item, so now is it possible to change a badge image based on the current state of a progressive
16:40
alternately
16:40
is it possible to display 2 img mods or overlays on one item
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EmoSaru 2020-07-05 17:01
Yes. You can implement a custom item using Lua custom items.
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Reimael 2020-07-15 10:49
Alright so im not sure what I did wrong here but I tried doing what Hamsdas tracker does with the ocarina scarecrow, however it just loops when I hit rightclick, when it should be making the toggle badge show up, right?
👀 1
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MuffinJets 2020-07-15 10:57
Make sure the item code in the layout is the badged version of the item, as opposed to the core version
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Reimael 2020-07-15 10:58
Oooohhhhhhhh
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MuffinJets 2020-07-15 10:59
Yeah, I ran into that issue too lol
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Reimael 2020-07-15 10:59
Ima see if that worked
11:00
Thanks Muffin
11:00
Works like a charm now!
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MuffinJets 2020-07-15 11:21
No problem at all
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Allucrey 2020-07-22 14:46
Hey can Some one point me at how to make a tracker Bigger?
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EmoSaru 2020-07-22 14:54
Have you read #faq
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Allucrey 2020-07-22 15:01
I'm a Big Dumb CTRL+MW
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Jas 2020-07-22 22:14
Is there a program to make a pack?
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Hamsda 2020-07-22 22:24
There's no specific program to make a pack. It's mainly just JSON files.
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Jas 2020-07-22 22:30
Are there default pack layouts to use?
22:31
Or would a pack need to be made from scratch?
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deserteagle417 2020-07-22 22:55
Most of us just took a pre-existing pack and edited it to our own. I've used the SMALttP pack and Emo's LttP pack.
22:56
I've looked at a few others as well for specific things (like Hamsda's OoT pack)
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Jas 2020-07-22 22:59
So you take an already installed pack and then edit the JSON files correct?
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blasteg 2020-07-22 23:00
yeah
23:00
and the lua files if needed
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Jas 2020-07-22 23:07
Are lua files used for combo randomizers?
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EmoSaru 2020-07-22 23:10
Lua is used for all sorts of things, including controlling pack loading and implementing certain types of custom logic
23:11
The best thing to do is to just examine an existing pack
23:11
My pack is generally the baseline reference
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Jas 2020-07-22 23:12
I’ll need to take a look on it then. Mostly since I’m doubtful people here would make a tracker for a fan-game. (edited)
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deserteagle417 2020-07-23 00:02
Packs generally get made by someone who wants it to exist. Not usually on request
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Jas 2020-07-23 00:26
Ok, I suppose it's up to me I guess.
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deserteagle417 2020-07-23 01:03
I think you'll find it a pretty simple system to get into to make the tracker 🙂
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Nicholas Steel 2020-07-23 04:09
LUA is a scripting language if you weren't aware of it already.
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Jas 2020-07-23 13:25
Your pack meaning ALTTP rando pack Emo?
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Bastixx 2020-07-23 13:27
Yep
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Jas 2020-07-23 13:29
Also, how do you open the JSON files in an emotracker pack?
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XenoWars 2020-07-23 13:30
Notepad, notepad++, other programs that can do coding
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Jas 2020-07-23 13:30
Got that, but if I need a baseline pack data where would I open it in the program? I'll wait for the answer. (edited)
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Bastixx 2020-07-23 13:55
The downloaded packs are located in \Documents\EmoTracker\packs\ You can open up the zip file there and it will contain the json (and other) files you can use as reference
13:56
Is that what you meant?
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Jas 2020-07-23 14:00
That'd work yeah.
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Pink Switch 2020-07-23 16:16
How do you display 2 maps
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TarThoron 2020-07-23 18:14
Grids
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EmoSaru 2020-07-23 18:22
If you're talking about how to make a map element display two particular maps, the JSON schemas in the topic describe that.
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XenoWars 2020-07-24 14:42
How do I get my pack to show up in "Other" in installed packages? i used Super Metroid's as a base
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EmoSaru 2020-07-24 14:44
The game name in your package's manifest needs to be an unrecognized game
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XenoWars 2020-07-24 14:44
It should be working then unless AM2R Randomizer is recognized
14:49
Theres nothing else? cause it still isnt showing, and i put it as "empty space" now
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XenoWars 2020-07-24 15:19
I dont know what im doing wrong. Ive looked over all files and dont see any syntax error either. My Prime 2 one works fine. I dont know why this one doesnt
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EmoSaru 2020-07-24 15:23
Did you make sure to change the uid of your pack to something unique?
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XenoWars 2020-07-24 15:23
Its AM2R
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EmoSaru 2020-07-24 15:23
are you testing with a zip file or loose directory
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XenoWars 2020-07-24 15:24
I zip it and put it in packs folder
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EmoSaru 2020-07-24 15:24
okay, have you verified that the manifest.json is actually at the root of the archive, and not in a folder inside it
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XenoWars 2020-07-24 15:24
Yes
15:25
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EmoSaru 2020-07-24 15:25
that looks like the folder you're zipping up, not the zip archive itself
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XenoWars 2020-07-24 15:26
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EmoSaru 2020-07-24 15:27
okay, that is also not a zip archive
15:27
at least as far as I can see
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XenoWars 2020-07-24 15:27
My zip files always look like this inside
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EmoSaru 2020-07-24 15:28
ah, I see, it's because you don't show file extensions (edited)
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blasteg 2020-07-24 15:28
yeah it is opened by Windows explorer, it looks like this
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EmoSaru 2020-07-24 15:28
DM me a copy of your zip file
15:34
You are missing a comma at the end of your "author" line in your manifest. Please always use an editor with JSON validation, or use an online validator to make sure your JSON is valid. I recommend Visual Studio Code as a good editor.
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XenoWars 2020-07-24 15:39
of course i missed something. Does Atom have validator capability? I think i have Visual Studio Code already too.
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EmoSaru 2020-07-24 15:40
I don't use Atom, so I don't know.
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cubesolver 2020-07-24 16:16
It should for JSON, but not Lua
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Malcreos 2020-07-26 07:04
Just out of curiosity, is there any way to mark a location as "checked" if a certain progressive item level has been reached? For example, if you got to progressive mitts, then one check would be instantly grayed out. Similar to an access rule, but to clear it instead of just making it red/green
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blasteg 2020-07-26 07:05
probably via lua?
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Hamsda 2020-07-26 09:21
Yeah easily done via lua Non lua way would be to give them unique codes (turn off inheritance) and differentiate via those codes
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codemann8 2020-07-26 09:50
for visibility rules, is it possible to check if the secondary code on a progressive_toggle is set? For instance, I'd like to set a visibility rule whether the MM medallion has been selected (but not necessarily obtained yet). If I set the visibility rule to mm_medallion, it only toggles when the medallion is in hand. Is there any way to achieve this?
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EmoSaru 2020-07-26 13:43
Yes, with Lua custom expressions.
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Moonswing27 2020-08-02 07:30
Hi all Ive read the faqs, and i apologize in advance if this is in the wrong spot. But i basically just would like to know that if i have absolutely no programming or coding experience, will I struggle with making my own tracker? Im really excited at the idea of this being accessible but i also dont want to be naive. I appreciate you emosaru for making it, its really awesome and generous of you.
07:31
I guess another way of phrasing it is there arr any suggested prerequisites.
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Dorkmaster Flek 2020-08-02 08:04
The main reference is the official LTTP randomizer pack made by EmoSaru. That should serve as an example for how to do most things, although you can feel free to also look at any other packs that are doing something LTTPR isn't if you want to use that as well.
08:05
The source for the pack is in your Documents folder under EmoTracker/packs. It's mostly JSON, but you might need some Lua scripting if you want to do more complex things like autotracking for supported platforms (SNES/GBA I believe). (edited)
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Bastixx 2020-08-02 08:08
To (hopefully) answer your question a bit more, you CAN create a pack without any coding experience, but it won't be very easy. There is a fixed format for all things that you will need to learn and coding experience helps with that. And as Dorkmaster Flek mentioned, for the more advanced features you will need actual coding.
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Moonswing27 2020-08-02 08:16
Okay great. Thank you so much! Perhaps this could be a great exercise and learning experience for me. I'll start looking up json tutorials on youtube as well.
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deserteagle417 2020-08-02 08:30
I made my stuff without very much experience at all. It honestly wasn't too bad. just looking at packs that do stuff similar to what you want, the LTTP pack being a great reference. I just started with trying to switch out items and understand how it works piece by piece
👍 1
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Reimael 2020-08-02 15:41
I don't believe this is possible but I'm curious to know the answer of this question. Would it be possible to connect two emotrackers together for checks and items. Example: Player 1 and 2 both have their emotrackers open and "connected", Player 1 marks that they got an item, and then Player 2's tracker reflects the change from Player 1's tracker. Granted I don't think this is currently possible but it's interesting to think about. This question came mainly from a Co-op perspective
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EmoSaru 2020-08-02 15:45
It's not currently possible. It was on my roadmap for a while, but then the biggest requesters stopped wanting it, and co-op races would seem to generally frown on that type of information sharing.
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Reimael 2020-08-02 15:46
Gotcha, thanks for the reply!
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Darkened5ky 2020-08-02 16:00
When my friends and I do co-op for fun we just run one emotracker and use parsec so we can all mark it off
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JRJathome 2020-08-03 16:56
I could see linked trackers being useful for OoT Online just because there's so many locations to keep track of. But that's also something that could be solved with autotracker support for ModLoader64.
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Sora-MMK 2020-08-04 14:54
Hey i have a question. I have an Item on the tracker, which i can get multiple times. I use progressive type and numbers for overlays to get track of them. My problem ist the first item. I can get it work in two ways: First way, the first item has no overlay and therefore no number and from the second on there are numbers. The second way the first has a number, but if it's grayed out because I don't have it yet, the number 1 is grayed out too and still "visible". For me this is a rather bad solution. Is there a way the Item number "zero" has no number, but when i get the first one it has the overlay "1" on it? This is the code until I have a solution for it, but i have to double tap the first item:
{ "name": "Valor Form", "type": "progressive", "loop": true, "stages": [ { "img": "images/valor.png", "codes": "valorform1" }, { "img": "images/valor.png", "img_mods": "overlay|images/one.png", "codes": "valorform1" }, { "img": "images/valor.png", "img_mods": "overlay|images/two.png", "codes": "valorform2" }, { "img": "images/valor.png", "img_mods": "overlay|images/three.png", "codes": "valorform3" }, { "img": "images/valor.png", "img_mods": "overlay|images/four.png", "codes": "valorform4" }, { "img": "images/valor.png", "img_mods": "overlay|images/five.png", "codes": "valorform5" }, { "img": "images/valor.png", "img_mods": "overlay|images/six.png", "codes": "valorform6" }, { "img": "images/valor.png", "img_mods": "overlay|images/seven7.png", "codes": "valorform7" } ] },
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EmoSaru 2020-08-04 15:00
On your progressive item, set "allow_disabled": false. This will remove the default disabled stage, and you customize the images for all the stages however you like. Just make sure your first stage (which will be the new disabled state) doesn't provide any codes if you don't want it to count logically.
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Sora-MMK 2020-08-04 15:05
So, if i see it correctly, the item begins "activated", but in this case without a number and any click would give a number. Works fine so far. Is there a code i can use to still gray it out?
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EmoSaru 2020-08-04 15:07
You can add the image mod @disabled to your initial stage to use the standard disabled filter
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Sora-MMK 2020-08-04 15:08
Perfect! Thank you so much 😄
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EmoSaru 2020-08-04 15:12
np
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Roy.lua 2020-08-07 22:56
Hello everyone. I modified the original ALTTPR package to create a Donkey Kong Country 2 Randomizer version. But... how can I test it?
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ReggX 2020-08-08 02:27
drop the folder in the pack directory and load it up in EmoTracker (activate the developer console in settings to see error messages)
👍 1
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Zelarimon (Sir Kenneth) 2020-08-10 03:32
Do I need to know how to code, to customize a tracker?
03:36
I am a streamer and I'm trying to set up Go Mode for OoT, and I have no idea how to do it. I have been googling like crazy
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Hamsda 2020-08-10 04:11
You don't really need to know coding. Most files are just JSON, which is human readable, just formatted in a certain way.
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Zelarimon (Sir Kenneth) 2020-08-10 05:02
But what do I do with it?
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Dorkmaster Flek 2020-08-10 05:15
There's a "Go Mode" item that's a green button graphic in the official LTTPR pack. You could grab that image and add the same item to the OoT tracker.
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Zelarimon (Sir Kenneth) 2020-08-10 11:21
I just don’t know how to do that
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Darkened5ky 2020-08-10 11:32
If you're using Hamsda's pack I have an override that replaces the triforce piece counter with the gomode icon. I could send it to you when I get home in 7ish hours
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Zelarimon (Sir Kenneth) 2020-08-10 11:54
That would be awesome!
11:54
I’d appreciate that very much
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Roy.lua 2020-08-12 00:09
Thank you @ReggX, it works like a charm dropping the folder to load and activate the console. Now I can continue to create the DKC2 Randomizer package during my spare time
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P-Train 2020-08-12 15:06
I'm looking to affect how items look on the broadcast view before they are found. In short, I don't want anything appearing on the broadcast view until it's checked. Is this possible? If so, would someone mind pointing me in the direction of the export I'd need to edit to get something like that setup? 🙂
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EmoSaru 2020-08-12 15:07
Doing that would require building custom Lua items that observe the state of the “real” items and adjust their presentation when things change. I’d describe it as “advanced” for sure.
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P-Train 2020-08-12 15:08
ah nuts. Effectively zero programming knowledge. Thanks anyways!
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EmoSaru 2020-08-12 15:10
No problem. It’s absolutely possible, so if you find somebody who wants to work with you on it, we can talk about it. (edited)
15:10
You can do it more simply if you want the main tracker ui items to look/behave the same way (edited)
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P-Train 2020-08-12 15:12
I don't think that would work for my purposes. I'm happy with the UI. But for my viewers, was wanting to recreate the LTTP menu on stream so that items appear there the same way that they look in the menu
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EmoSaru 2020-08-12 15:12
Gotcha
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P-Train 2020-08-12 15:12
If I'm understanding you correctly, I'd have to effectively memorize where things are supposed to be and click a "blank space" to make the items appear
15:13
I don't trust myself to do that mid game
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EmoSaru 2020-08-12 15:15
yeah, I wouldn't recommend it either, just wanted to point out that that was the core source of difficulty
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codemann8 2020-08-12 16:49
@P-Train yeah I essentially had to implement something similar, where I have two icons that share the same "source" but need to display different in both places. It's a stupid amount of code required for something seemingly simple. I do have an example in my pack if you care to move further with it. (edited)
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EmoSaru 2020-08-12 16:59
Without having looked at your code, we either have very different definitions for that or I’d be surprised if it’s actually what I’d consider a “stupid amount of code”.
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codemann8 2020-08-12 17:02
its just the fact that you need 3 separate items to make 2 icons work, you need one basic non-custom item to be the "hidden" source, and then two custom items that you tell it to toggle the "hidden source" item when you click on it. And not only that, you need to do this on EVERY item you want a duplicate icon for.
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EmoSaru 2020-08-12 17:04
Or you could just have two and have one drive the other, and then realize that there are limited numbers of item types that require custom handlers and just specify stage -> image mapping in a table so all the logic isn’t duplicated? 🤷‍♀️
17:04
Like especially for toggles (edited)
17:05
You also don’t need a non-custom item to use in the logic
17:05
I’m not sure what led you to think that?
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codemann8 2020-08-12 17:06
I tried doing 2, which "worked" but then I couldn't use that item in any part of the logic rules
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EmoSaru 2020-08-12 17:06
Sure you can
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codemann8 2020-08-12 17:06
I spent days on it, this is not something that is defined in any documentation so a lot of this is guesswork on our end
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EmoSaru 2020-08-12 17:07
There is an example in the zip file in the pins that shows how to respond to codes
17:07
That is what items do
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codemann8 2020-08-12 17:07
i tried like in that example, and it did not work
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EmoSaru 2020-08-12 17:07
Okay, I will double check.
17:13
I've confirmed that the example toggle implementation works just fine to control map location logic.
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codemann8 2020-08-12 17:13
I also had trouble making a simplified universal custom object that could be reused for other icons, I have a hard time understanding how Lua handles inheritance, because even things like loading all the custom lua scripts (object definitions) first and then after calling all the constructors to those objects doesn't work. It seems you have to load one definition, call the constructor, then you can continue loading the next custom object defnition, then constructor, etc. Really strange.
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EmoSaru 2020-08-12 17:13
I have no idea what you mean by that.
17:14
This is how you add an instance of the custom toggle
ScriptHost:LoadScript("scripts/class.lua") ScriptHost:LoadScript("scripts/custom_item.lua") ScriptHost:LoadScript("scripts/toggle.lua") local newItem = ToggleItem("Test", "test", "images/0000.png")
17:14
I could add a second, and third
17:14
ScriptHost:LoadScript("scripts/class.lua") ScriptHost:LoadScript("scripts/custom_item.lua") ScriptHost:LoadScript("scripts/toggle.lua") local newItem = ToggleItem("Test", "test", "images/0000.png") local newItem2 = ToggleItem("Test2", "test2", "images/0001.png") local newItem3 = ToggleItem("Test3", "test3", "images/0002.png")
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codemann8 2020-08-12 17:17
Works
ScriptHost:LoadScript("scripts/custom/worldstatemode.lua") WorldStateMode("") ScriptHost:LoadScript("scripts/custom/keysanitymode.lua") KeysanityMode(Tracker.ActiveVariantUID, "") ScriptHost:LoadScript("scripts/custom/entranceshufflemode.lua") EntranceShuffleMode("") ScriptHost:LoadScript("scripts/custom/doorshufflemode.lua") DoorShuffleMode("")
Doesn't work
ScriptHost:LoadScript("scripts/custom/worldstatemode.lua") ScriptHost:LoadScript("scripts/custom/keysanitymode.lua") ScriptHost:LoadScript("scripts/custom/entranceshufflemode.lua") ScriptHost:LoadScript("scripts/custom/doorshufflemode.lua") WorldStateMode("") KeysanityMode(Tracker.ActiveVariantUID, "") EntranceShuffleMode("") DoorShuffleMode("")
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EmoSaru 2020-08-12 17:18
if that changes things, then you are doing something funky with shared, potentially global, naming in those scripts
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codemann8 2020-08-12 17:19
I'm defining exactly like how you inherit from CustomItem in your example
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EmoSaru 2020-08-12 17:21
okay, when you say, "doesn't work", can you clarify?
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codemann8 2020-08-12 17:21
error in console, doesn't properly load anything in those scripts except the last one DoorShuffleMode
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codemann8 2020-08-12 17:34
whoops, sry, no error in console, but it definitely doesn't actually call any code in the first 3 constructors (edited)
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EmoSaru 2020-08-12 17:56
I am currently tracing through this. The code is a bit crazy, so it's taking a bit.
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EmoSaru 2020-08-12 18:12
This is due to a Lua bug in the example. I will post an updated example zip shortly, but you can fix this by making the following change in your custom item scripts.
CustomItemTypeName = class(CustomItem)
should become
CustomItemTypeName = CustomItem:extend()
This crept in due to a shift in the class.lua implementation I was using partway through development on the feature.
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codemann8 2020-08-12 18:13
Ah, alright, this will certainly help keep things cleaner if nothing else, but maybe might help me figure out some of the other things that weren't working earlier
👍 1
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P-Train 2020-08-14 20:54
Hello, I've copied Fouton's Mushder (Mushroom + Powder) item into Emo's official pack as a user override in common.json. It's showing up.... but it is not doing anything when clicked. Any chance someone can help?
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P-Train 2020-08-14 21:48
So far as I can tell, the code matches the boomerangs, so I'm not sure why it wouldn't work I did some searching on the discord and figured it out: A composite toggle must be composed of toggles. You can't do progressive items 🙂 (edited)
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XenoWars 2020-08-14 21:53
Are there any packs that have an option to select something from a list
21:54
I want to include random starting location on my prime 2 one at some point (edited)
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MuffinJets 2020-08-14 21:59
I don't think there are
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XenoWars 2020-08-14 22:00
One of the OOT ones supports ER right?
22:01
Could possibly use that as a base?
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blasteg 2020-08-14 22:01
my current workaround is a progressive toggle that cycle through possible starts
22:02
I think dududedude's Z1R dungeon mapper is what you want though
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XenoWars 2020-08-14 22:03
I did that for difficulties on AM2R and will do the same on Prime 2 eventually. But Prime 2 has like, every room as a possibility
22:05
Ill check in the morning
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EmoSaru 2020-08-14 22:26
There is not a built in list. You can however use the scroll element with a fixed size and an array of custom items with lua management to emulate one
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P-Train 2020-08-14 22:50
I was able to successfully get the "Mushder" and "Shovlute" working in Emotracker 🙂
22:51
Additionally, played around with the lua and was able to get them autotracking. Good stuff!
22:51
Also.. that layout was MUCH easier to configure that it was the first time I did chest counts. The chest_proxies.json file is a godsend
👍 1
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Pink Switch 2020-08-14 22:52
why is the shute both items but the mudur is some horrifying amalgamation
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P-Train 2020-08-14 22:52
Because it's drugs
👍 1
22:52
🤷‍♂️
22:53
I also stole someone elses work rather than building something myself... so I'll take what I can get 😃
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P-Train 2020-08-15 08:48
Is it possible to define a "chest_proxy" for escape?
08:49
I tried mimicing the code... but it didn't seem to work
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EmoSaru 2020-08-15 08:54
what did you do
08:58
this works for me
// Escape Chests (Non-Keysanity Only) { "name": "Escape Chests", "type": "sectionchests", "codes": "escape_chests", "section": "@Hyrule Castle & Sanctuary/Escape" },
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P-Train 2020-08-15 08:59
Ah...I had /dungeon instead of /escape
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EmoSaru 2020-08-15 09:00
Yeah, that needs to match the actual location/section name from the location definition
09:00
that one will also not work in keysanity because the escape chests are broken up into multiple sections
09:00
due to the more common difference in logical accessibility (edited)
👍 1
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Roy.lua 2020-08-16 13:09
Hello, how can I change the opened/closed chest image?
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EmoSaru 2020-08-16 13:12
The locations schema in the topic documents the fields you need to set.
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Hamsda 2020-08-16 13:12
You can replace the corresponding images with an override or set them in the location JSON
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Roy.lua 2020-08-16 13:56
I checke the object definition of "location_visual_properties" in the locations schema. And it is refered in the "allOf" location object... but I don't get what that "allOf" means 😕
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EmoSaru 2020-08-16 14:22
You can add those properties to locations and sections.
👍 1
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Roy.lua 2020-08-16 14:23
Ohhh Thanks! Now I get it!
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XenoWars 2020-08-18 19:12
How would i fix the issue of the tracker not sizing properly when opening it? my Prime 2 pack is fine, but the AM2R one doesnt automatically change to minimum size to fit the items. It keeps the size of what you were using prior
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EmoSaru 2020-08-18 19:28
That is the behavior of resizable packs. Just resize the window.
19:29
I’ll consider adding a way to force the initial size in the future, but that can cause issues for some users.
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codemann8 2020-08-18 19:30
Yeah, a similar thing can happen when you go from your Item Tracker variant to a Map Tracker one. Not that it's a big deal, but it does occur there.
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MuffinJets 2020-08-18 20:26
If you want to force a certain size for your window, restrict it's resizeablility
20:26
I.e. for items-only variants
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Deleted User 2020-08-19 04:57
Hey, I'm very new to trackers as a whole. I'm mainly making one at the request of some runners, and I'm beginning to see the appeal of them. My item tracker is setup, but I'm a little confused on how to make a map tracker useful when a door shuffler is involved. Without a door shuffler it makes sense to do things like add dots the map when locations become accessible, and change the dot color as more items become accessible. But a door shuffler can drastically change what's necessary to get items and/or finish a dungeon. Any suggestions of ways I should think about this or some other packs I should look at for examples?
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codemann8 2020-08-19 06:56
It depends what you mean by door shuffler. If you mean the entrances on the overworld map are shuffled, this should be no problem and I can DM you an example of a pack that heavily uses this functionality. If you mean a dynamic dungeon with requirements that vary from run to run, yes, this can be a bit difficult to implement.
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Deleted User 2020-08-19 06:59
Yeah, doors within each dungeon are shuffled, rather than overworld entrances. (edited)
07:04
I think the best I can do is add a dot when a place becomes reachable, and change a color when it's guaranteed to be 100% beatable. I'm not sure that's worth it, though.
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codemann8 2020-08-19 07:13
Is there any way to know the requirements of a dungeon without first going there to see what's there?
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Deleted User 2020-08-19 07:18
Nope. For example, at best you would know you need items A, B, and C to 100% a dungeon. Depending on the chest, you might know from a vanilla rom that you need item A to get the chest in room X. That will remain true. You may or may not need B and/or C to get to room X in the first place, and that depends on the seed. (edited)
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codemann8 2020-08-19 07:35
Yep, I face a similar dilemma in mine, I simply use the logic to access each chest/room individually in that vanilla dungeon, even if those rooms probably aren't even at that location, and there's likely other dungeon rooms there....but runners should already know it's a mixed bag going into it, probably don't need to write the rules to show 100% guarantee clear, cuz I feel that's prob a bit obvious already to the player and would just serve to make for a waste of a calculation (edited)
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Deleted User 2020-08-19 07:43
Good to know, thanks!
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Pink Switch 2020-08-19 17:35
A door rando tracker is almost impossible, because each seed different doors can be locked, there's different layouts, different requirements, different amounts of chests
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Deleted User 2020-08-19 17:50
Yeah, I wasn't really expecting anything, but what would a player find useful? I'm thinking of just including chests and omitting logic all together.
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codemann8 2020-08-19 17:52
thats is you know the number of chests even
17:53
I have a count starting at 0 and counts up as they collect them
17:53
and am currently working on a method of manually letting the user provide the total number of chests (if your game tells you in some way)
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Deleted User 2020-08-19 17:54
Like, I could include logic in town, which don't have any doors shuffled. It could help remind players to come back later.
17:59
Hm, a chest counter for each location? I'll play around with that. Thanks.
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codemann8 2020-08-19 18:04
a lot of this really depends on the game at hand and how you want to present it to the player, and most of that is gonna boil down to design decisions and coming up with things and methods that would enhance the player's ability, not make it confusing and hard to use...but these are things we're not really going to be able to help with
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Deleted User 2020-08-19 18:52
Well, the discussion still helped me, so thanks again. I'll bring all this back to the chat with speedrunners.
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XenoWars 2020-08-19 23:56
How do i mark a location as visible/blue on map?
23:57
Is it the curly braces?
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codemann8 2020-08-20 00:01
curly braces with whatever you logically require to be able to view the item inside the braces (edited)
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XenoWars 2020-08-20 17:50
do those items required need quotes? it seems none of the ones that need items are working
17:51
"darkbeam, screwattack", {"darkbeam"} ],
17:51
it says it expected : but got }
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EmoSaru 2020-08-20 17:52
It’s within a string
17:52
“{darkbeam}”
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XenoWars 2020-08-20 17:53
oh
17:54
even if there are no requirements to see it?
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EmoSaru 2020-08-20 17:56
I’m not sure what you mean
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XenoWars 2020-08-20 17:57
like if you could see an item at sphere 0, for example
17:57
would it be {} or "{}"
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XenoWars 2020-08-20 18:33
what is this error trying to tell me?
18:35
4 of my files have it
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EmoSaru 2020-08-20 18:35
I strongly recommend using an editor with json validation
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XenoWars 2020-08-20 18:35
i am
18:35
it says they're all right
18:36
it gave me them before, so i put them in until it said they were validated
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EmoSaru 2020-08-20 18:36
I don’t know what that last sentence means
18:36
What editor are you using
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XenoWars 2020-08-20 18:36
notepad++
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EmoSaru 2020-08-20 18:37
It looks like you may have a json object where a non object token was expected
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XenoWars 2020-08-20 18:40
i think it has to be "{}" and not {}
18:41
the ones that dont have that error do not have a {}, but the ones with the error do
18:43
ok it is all good now
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Pink Switch 2020-08-20 20:33
why the fuck you using notepad++
20:34
get visual studio code or smth
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XenoWars 2020-08-20 21:42
Is this a viable method for Random Starting Location?
21:42
Ill just do logic room by room. Logical requirements to reach each room. A room instead of listing all requirements to reach it, would list "PreviousRoomAccess, items required to reach current room" for all entrances from the previous room. Then if theres an item, just need the requirements to get the item from the current room (edited)
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blasteg 2020-08-20 21:50
that's hmm... very likely lead to circular logic, which isn't supported yet
21:51
because each pair of room would check each other
21:52
I basically write my entire logic in lua to circumvent that
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XenoWars 2020-08-20 21:53
I could try testing on one of the maps
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blasteg 2020-08-20 21:55
the biggest problem is if A checks B and B checks A, since Emotracker do things sequentially, if you put A above B, B making A available will not be caught
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XenoWars 2020-08-21 20:23
I wont be getting to random starts for a while though
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codemann8 2020-08-22 06:18
Random start is basically what Inverted Entrance is in ALTTP, basically you handle this by specifying "regions" and at the start the entire map is red squares and you start by "marking" your initial starting point, and access from that point will light up green. If you want to see my pack that utilizes this very much heavily, send me a DM.
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XenoWars 2020-08-22 07:19
Does it require extensive logic tweaking? i might take you up on that when i get to it
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codemann8 2020-08-22 08:22
Uh huh, lots, but it works, and it works well
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XenoWars 2020-08-22 08:33
272 starting locations
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codemann8 2020-08-22 08:48
Yeah, Inverted Entrance rando in LTTP has about that many as well
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XenoWars 2020-08-22 18:01
if you have an item's code in access_rules twice, does it still read it as if it was in it once?
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EmoSaru 2020-08-22 18:02
Each string in access_rules is its own complete accessibility test. What are you actually trying to do?
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XenoWars 2020-08-22 18:03
like if one line has two "powerbomb" would it read that test as if there was only one "powerbomb"?
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EmoSaru 2020-08-22 18:03
Post an example setting for access_rules please
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XenoWars 2020-08-22 18:04
"mgviolet, violet, hatviolet, missile, lightbeam, spacejump, bomb, supermissile, tsaviolet, tasviolet, htaviolet, violet",
While coding random translators for Prime 2
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ReggX 2020-08-22 18:04
items just get evaluated for true/false
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EmoSaru 2020-08-22 18:04
Within a single string, repeating an item has no effect
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XenoWars 2020-08-22 18:04
wll it mark accessible if you tick off violet and it was the last thing you needed
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ReggX 2020-08-22 18:04
if you want to have a specific count you will need to item:count
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XenoWars 2020-08-22 18:05
ok. i just dont want to go through al of those lines. it will be esier to use ctl + H to replace at the front of each line
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EmoSaru 2020-08-22 18:05
😐
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XenoWars 2020-08-22 18:05
i know about the setting counts
18:06
cause id then have to sort through it three more times for the other three translator colors
18:08
im not trying to require more than one violet. Was just wondering if anything bad would happen if violet was in it twice
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XenoWars 2020-08-23 12:22
I'm trying to call logic from a different file, but it doesnt seem to be working i've got this for it.
"{@gatestg/Translator Gates: Temple Grounds/Industrial Site/Translator Gate}"
I was looking in the super metroid pack and this seems to be how they did it, I have mine in multiple stages rather than one, like so, but Industrial Site rather than Hive Access Tunnel
[ { "name": "Translator Gates: Temple Grounds", "color": "#653162", "chest_unopened_img": "images/Beams/unopened.png", "chest_opened_img": "images/Beams/opened.png", "children": [ { "name": "Hive Access Tunnel", "map_locations": [ { "map": "templegrounds", "x": 1570, "y": 660 } ], "sections": [ { "name": "Translator Gate",
does it have to be one stage? There are access rules below there
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EmoSaru 2020-08-23 13:24
Assuming I'm reading what you're trying to do here properly, "@Hive Access Tunnel/Translator Gate"
13:25
You're referencing @Location Name/Section Name
13:25
That's it.
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XenoWars 2020-08-23 14:48
i have it this way now, but the logic isn't working right.
"name": "HAT Translator Gate", "access_rules": [ "powerbomb, hatviolet, htaviolet, violet",
this is one of the lines for the logic for a check, but it doesn't light green when i have all of those selected. It lights green when i have those but deselect violet though
{ "name": "Translator Gate", "capture_item": true, "access_rules": [ "{}", "@HAT Translator Gate"
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XenoWars 2020-08-23 14:58
if it hekps. htaviolet and hat violet are on a tab in the settings gear. powerbomb and violet are on the normal tracker
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EmoSaru 2020-08-23 15:13
You need to make sure that referenced location is loaded/defined prior to the location doing the referencing
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XenoWars 2020-08-23 15:31
i suppose that makes sense. and is really obvious now that i know it. it works now, thanks.
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XenoWars 2020-08-24 15:43
I guess when trying to call logic, it can't read it if there's : in the name? It wouldn't read it until I used a name without it
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EmoSaru 2020-08-24 18:47
I'll have to look into why
18:47
🤷‍♀️
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XenoWars 2020-08-26 13:12
It is possible to disable previous stages of a progressive item after toggling to the next?
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Hamsda 2020-08-26 13:15
for that one you'd probably need a custom lua item
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XenoWars 2020-08-26 13:16
doesn't look like any trackers i've downloaded have it
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blasteg 2020-08-26 14:54
why would you need that function though
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XenoWars 2020-08-26 15:21
random elevators
15:21
im allowing them to select via the progressive what elevator leads to what
15:22
like so
15:23
so i need the progressive to not count the previous ones in logic, which it seems "inherit_codes": false does
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Dr Oméga 2020-08-27 04:54
Hey everyone, I’m sorry to be bothering you, I had a naive question. I’m searching for something to build/make/find a tracker of some sorts, and someone suggested EmoTracker a while back. But after reading the discord’s faq, and looking at the website, I’m not sure whether I’m a the right place, because that tracker would be used only by me (because I’m playing a game pretty much no one plays), and that tracker would simply be to make the stream more appealing visually. I play Dissidia Final Fantasy (the PSP version), and I’m just looking at some weird stuff to do on the game. The thing I had in mind would be to have a tracker with an image/icon/item for each of the 22 characters, that are either in an “off” or an “on” state, and that state can change with a mouse clic. I’ve pretty much never wrote code in my life, but that’s not a problem, I can spend some time to learn that, i don't need something pretty, i just need it functional. I was wondering if you wouldn’t mind letting me know if Emotracker was the right tool for me and that I could try to work my way on it, if there may be some other “tracker” software for more personal needs, or if it would just be a waste of time for me to try to come up with a code that wouldn’t get implemented in the end. Sorry for the long message, and thanks for reading me.
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Hamsda 2020-08-27 04:57
You can definitely make a pack for personal use only. And what you described are a few simple toggle items, arranged in whatever way you like. For that you don't really need any coding experience, that can all be achieved with JSON (a certain format with a bunch of brackets but human readable). If you have a look at some packs (especially ones that are fairly simple and don't have map trackers or auto tracking), you can probably just look at their files and adapt them to your needs.
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Dorkmaster Flek 2020-08-27 04:59
Installed packs are ZIP files located in your Documents/EmoTracker/packs folder btw, you can just unzip them to look at the source code. You can make your own for testing pretty easily by creating a similarly structured folder with a different name, it should treat an unzipped folder the same as a zipped one for testing.
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Dr Oméga 2020-08-27 04:59
Okidoki
04:59
thanks for your answers ^^
05:00
yeah, I basically need something like KH2FM rando's tracker, even without the implementation of numbers when clicking multiple times on the same item
05:01
alright then, I will try to look at some trackers and work my way around that 💪
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codemann8 2020-08-27 11:38
And you'll need to modify manifest.json with your own ID and other info supplied
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XenoWars 2020-08-28 09:50
how would I handle logic for checks that, if you get an item unlocking it first, the check is available. but if you get the unlocking item after that point, it is not available? In Prime 2, if you get missiles first, you cannot go back to get checks you could otherwise get with powrbombs. (edited)
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codemann8 2020-08-28 17:02
aside from visibility rules, you'd have to build out a custom lua expression to define it
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Pink Switch 2020-08-31 12:58
i think I fucked something up but i dont know what
13:01
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EmoSaru 2020-08-31 13:04
One of those looks like you've created an infinite loop.
13:04
Or actually, infinite recursion.
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Pink Switch 2020-08-31 13:07
It seems to be caused by this script
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EmoSaru 2020-08-31 13:10
Show me where longjump is used
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Pink Switch 2020-08-31 13:12
13:12
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Hamsda 2020-08-31 13:12
also there is a ) missing after longjump
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Pink Switch 2020-08-31 13:12
wait where is it missing (edited)
13:12
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Hamsda 2020-08-31 13:12
in your function
13:13
has("longjump and
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Pink Switch 2020-08-31 13:13
Oh no that's an item
13:13
the function longjump is also tied to the item longjump
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Hamsda 2020-08-31 13:13
i realize that
13:13
there is still a missing )
13:14
causing you to call has with "longjump" and has
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Pink Switch 2020-08-31 13:14
Oh no I want that because it's has bombs and has longjump and has damage
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Hamsda 2020-08-31 13:14
...
13:15
that is not how function calls work
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Pink Switch 2020-08-31 13:15
oh
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Hamsda 2020-08-31 13:16
as i said, your parenthesis are kinda effed
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EmoSaru 2020-08-31 13:16
good catch @Hamsda
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Hamsda 2020-08-31 13:16
thats the unfortunate part about lua just evaluating a statement like that to a boolean and passing it into the function
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Pink Switch 2020-08-31 13:17
okay that ended up causing the issue redohno
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Hamsda 2020-08-31 13:17
👍
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Pink Switch 2020-08-31 13:17
i know how to not spaghetti i promise
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Hamsda 2020-08-31 13:17
it happens to all of us
13:17
you go literally blind to typos like that, even if you read it dozens of times
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Pink Switch 2020-08-31 13:18
no I was convinced that was the only way to have extra requirements for some reason i dont know how i came to that conclusion
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Hamsda 2020-08-31 13:19
oh okay^^ nah you just put the parenthesis around two separate function calls
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Spleebie 2020-08-31 13:19
Is there a reason to call has("$longjump") in night_inn_access instead of just or longjump()?
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Pink Switch 2020-08-31 13:21
the item longjump is to toggle whether or not the trick is on
13:21
the function actually calls the requirements to do it
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EmoSaru 2020-08-31 13:21
but you're doing has("$longjump") which is calling the function
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Spleebie 2020-08-31 13:21
You're using lua to check for an item that just calls a lua function
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EmoSaru 2020-08-31 13:21
he's asking why you don't just call the function directly
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Spleebie 2020-08-31 13:21
just call the lua function directly
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EmoSaru 2020-08-31 13:22
don't refer to the lua function as an "item" though
13:22
it's not
13:22
there's no relation
13:22
it's a different code provider type, which gets selected by the $ (edited)
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Spleebie 2020-08-31 13:22
It looks like they actually have an item named longjump as well
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EmoSaru 2020-08-31 13:23
They do, but the item doesn't "call a lua function"
13:23
I just want to make that clear
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Spleebie 2020-08-31 13:23
Gotcha
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EmoSaru 2020-08-31 13:23
Because for example, Tracker:FindObjectForCode(...) will not return a Lua expression object
13:23
But it will find an item
13:24
So they're very much not interchangeable
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Spleebie 2020-08-31 13:26
It's still probably better to call the lua function directly though, right?
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EmoSaru 2020-08-31 15:43
It’s certainly more efficient, yes
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Platypusq 2020-09-03 09:48
Is there a way for map trackers to just show the location cards, rather than the dots on the map that you can click on to display the location cards? I'm trying to think of a way to make it less of a map and more of a checklist, sorted by locations. It's possible that I'm thinking about this the wrong way, and there's just an easier way to do what I'm trying to do
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EmoSaru 2020-09-03 09:49
No, there is not.
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Platypusq 2020-09-03 09:49
okay, thanks!
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EmoSaru 2020-09-03 09:50
Any game that could work that would seem to have a VERY small number of locations
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XenoWars 2020-09-03 11:10
Theres a tracker for OOTR that is like that.
11:10
Its the one i used before Emo
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MuffinJets 2020-09-03 14:27
@Platypusq If the pack doesn't have any locations that have more than one check, then you can enable "Ignore All Logic" and right-click to clear out the squares without having to "open" them first
14:27
That will work even if a location has more than one check, but you may not want to clear off multiple locations at once
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Platypusq 2020-09-03 15:14
thanks MuffinJets, I think in the end I'm going with something like that, just modifying the tracker I'm currently using with overrides. There isn't a way to assign images or text to the location boxes on the map, is there?
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Hamsda 2020-09-03 15:15
nope
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Platypusq 2020-09-03 15:15
That's what it seemed. Thanks for confirming
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MuffinJets 2020-09-03 15:17
Uhh actually
15:18
In my LADX and Gato packs I've adjusted Dude Dudedude's lua script that allows me to assign a small image to a check
15:18
But that's when you "capture" that check
15:18
That being said it's a little more in-depth than a user override
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Platypusq 2020-09-03 15:19
oh, interesting. Well, I'll take a look at that script at least
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MuffinJets 2020-09-03 15:20
If you're gonna look at mine, the script is named capturebadgecs.lua
15:21
It's exclusively used for the Z4R Cave Shuffle variant
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Pink Switch 2020-09-03 16:49
@MuffinJets can you send me where you got that from pls
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MuffinJets 2020-09-03 16:59
I asked Dudude Dude in DMs They didn't give me anything that's not in my packs, and my versions aren't as detailed or packed so I'd personally take it from there (edited)
16:59
They use it in their Z1 pack, so that's an option too
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Platypusq 2020-09-10 10:45
Is there any functionality for adding a notes/generic text box to a tracker? for map trackers, you can add a comment to a given location, but I was wondering if there was any way to add a text box for general notes that was independent of the locations. Based on my search, it's looking like the answer is no, but I wanted to make sure.
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Ninban 2020-09-10 10:46
there's a notepad thing at the bottom right corner where you can create notes
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EmoSaru 2020-09-10 10:52
There is not currently a way to add a note taking spot to a layout.
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Platypusq 2020-09-10 11:26
Alright, thanks for the info!
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Neonnite (Nathen Gonderman) 2020-09-10 13:05
@MuffinJets I am tinkering with your code for adding capture badges and I am wondering if its posable to change the size of the badge?
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MuffinJets 2020-09-10 13:06
Unfortunately not, the only way to change the size is to change the size/resolution of the image itself Also, @Dudude Dude was the person who actually wrote and let me use that bit of code, they'd know more about it (edited)
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Dudude Dude 2020-09-10 13:07
The Badge size is I believe relative to the size of the node it's attached to, but it's been a while since I experimented with it. But there's no way of independently setting it.
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Neonnite (Nathen Gonderman) 2020-09-10 13:07
@MuffinJets and @Dudude Dude TY I will experement further
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XenoWars 2020-09-10 13:21
Whats the capture badge do
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Dudude Dude 2020-09-10 14:08
It's a script that adds a small icon (internally referred to as a badge) to specified locations when it detects a captured item being added to that location.
14:11
I originally wrote it as a way of doing simplified entrance tracking for the Zelda 1 Randomizer tracker I maintain, before I switched to the more complex scripts used by the later variants I made.
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EmoSaru 2020-09-10 14:37
The badge size is calculated at runtime based off the location size, as it's handled specially in the layout code.
14:37
It's not possible to set directly.
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Neonnite (Nathen Gonderman) 2020-09-11 11:14
ok so I am going through and making sure that everything loads for Standard and keysanity with no issues I have an error that I don't know how to solve. if you need more info let me know what you need. Note this error only happens when I load the Keysanity Veriant.
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ReggX 2020-09-11 11:19
What does the JSON lint say for keysanity/layouts/items.json?
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Neonnite (Nathen Gonderman) 2020-09-11 11:23
@ReggX not sure what you mean by lint? I have not modified that file at all (Written by Emo) and I dont see any issues in it should I post it?
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ReggX 2020-09-11 11:27
a JSON linter will show you syntax errors in your JSON files. VSCode comes with one built-in.
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Neonnite (Nathen Gonderman) 2020-09-11 11:29
I use VSCode and the only thing it doesnt like is the headers IE
11:29
// Turtle Rock { "name": "Turtle Rock", "capturable": false, "type": "progressive_toggle", "stages": [ { "img": "images/unknown.png", "codes": "tr,turtlerock" }, { "img": "images/Crystal.png", "codes": "tr,turtlerock,crystal", "secondary_codes": "crystal" }, { "img": "images/FFCrystal.png", "disabled_img": "images/FFCrystalOFF.png", "disabled_img_mods": "", "codes": "tr,turtlerock,crystal56,crystal", "secondary_codes": "crystal five six, red crystal, fairy crystal" }, { "img": "images/Pendant.png", "codes": "tr,turtlerock,pendant", "secondary_codes": "pendant, red pendant, blue pendant" }, { "img": "images/GreenPendant.png", "disabled_img": "images/GreenPendantOFF.png", "disabled_img_mods": "", "codes": "tr,turtlerock,greenpendant", "secondary_codes": "green pendant" } ] } ]
11:29
(//Tirtle Rock) is what it flags
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Bastixx 2020-09-11 11:30
You can set the language to JSONC (json with comments). Then it should no longer flag those
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Neonnite (Nathen Gonderman) 2020-09-11 11:49
@ReggX I have changed to JSONC in VCCode and now there are no flags at all. look above for what was being flaged
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MikeTrethewey | Axiom Verge 2020-09-11 12:19
@Neonnite (Nathen Gonderman) It looks like an associative array/hash is trying to be used as input to an indexed array in keysanity\layouts\items.json (edited)
12:20
So, something defined as a {} in the json is trying to be read in by as a []. Probably.
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codemann8 2020-09-11 12:21
Its prob the first and last bracket in the file that's the problem
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Neonnite (Nathen Gonderman) 2020-09-11 12:21
ok ty looking now
12:28
@MikeTrethewey | Axiom Verge @codemann8 I am not finding an error in that file. and I would expect as such given that this is currently an untouched file (Other than to open and read) written by EMO
12:29
Banging my head against a wall here lol
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codemann8 2020-09-11 12:32
yes, a json validator will check to see if it is valid JSON syntax, but it can't know what structure EmoTracker expects...start by removing everything from the file, and add in parts bit by bit and see what actually causes it
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EmoSaru 2020-09-11 12:33
Look at other packs for reference, and if you're curious about what JSON types are expected, the JSON schemas linked in the channel topic will tell you.
12:35
the file snipped that you linked is not that file it's barfing on AFAICT
12:35
you are looking at the definition of the items
12:35
the error is in a layout file
12:36
specifically keysanity/layouts/items.json
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Neonnite (Nathen Gonderman) 2020-09-11 12:43
@EmoSaru I snipped that file because that is where I was pointed as first. It was just an example if what i was seeing in the lint. The correct file is from your pack as that is what im using for refrence.
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EmoSaru 2020-09-11 12:45
Okay but in order to see what's going on we would need to see your version of the actual file with the error. The currently released version of my pack does not contain that error in that file.
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Neonnite (Nathen Gonderman) 2020-09-11 12:46
ok ill post an ss of it @EmoSaru
12:48
this is direct from my pack
5.54 KB
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EmoSaru 2020-09-11 12:52
do you have anything in your overrides folder for that pack?
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Neonnite (Nathen Gonderman) 2020-09-11 12:55
@EmoSaru overides folder is empty
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Neonnite (Nathen Gonderman) 2020-09-11 13:02
@EmoSaru I'm a Dumbass lol I figured it out. Had nothing to do with that file and everything to do with a typo in init.lua
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EmoSaru 2020-09-11 13:03
Yes, I just noticed you're attempting to load a layout as items.
👍 1
13:03
Don't do that.
13:03
🙂
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Neonnite (Nathen Gonderman) 2020-09-11 13:04
lol wont happen again
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MikeTrethewey | Axiom Verge 2020-09-11 14:12
Ah ha, that would do it too. Lol.
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Neonnite (Nathen Gonderman) 2020-09-14 15:30
@EmoSaru is it posable to adjust where the badge attaches to the location? IE I would like to have them attached bottom center as apposed to the bottom right like they are now?
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EmoSaru 2020-09-14 15:30
Not currently, no.
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Neonnite (Nathen Gonderman) 2020-09-14 15:31
Damn ok TY for the quick responce. I guess ill move some locations around a bit.
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Neonnite (Nathen Gonderman) 2020-09-15 10:51
@EmoSaru my badges seem to display differently depending on what location they are captured on. In the pic I have the same badge captured on two different locations and it looks different. Is there something I can do to fix this as this makes some badges unreadable?
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EmoSaru 2020-09-15 10:54
The issue is that elements on the map are scaled along with the map to ensure alignment and usability, and the maps are scaled to fit in the available space. This can result in aliasing during rendering, which by and large is not an issue, but you are using relatively thin text which is especially vulnerable to that type of artifact from a readability standpoint. The scaling thing is not going to change, so there's not much that can be done at this point. If in the future I exposed the ability to control the badge size, that would be your best chance at making it work better, but that would be very low priority on my end. (edited)
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Neonnite (Nathen Gonderman) 2020-09-15 10:57
hmm ok, im using an alttp font so I guess ill try to find a different one and see how that goes TY.
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Pink Switch 2020-09-15 11:28
@Neonnite (Nathen Gonderman) is that a specific pack variant or a custom one
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Neonnite (Nathen Gonderman) 2020-09-15 11:53
@Pink Switch its a custom one that uses elements from a couple others.
11:55
it will be submitted so it can be used by the public.
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MuffinJets 2020-09-15 11:55
If the only change is the capture badges, it might not be allowed to be published
11:56
They try to make sure that the different ALttP packs are unique enough
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Pink Switch 2020-09-15 11:56
how do the capture badges work on the orange checks
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Neonnite (Nathen Gonderman) 2020-09-15 12:04
@MuffinJets I guess we will find out lol
12:07
@Pink Switch the logic still works the same meaning if you (Capture) it weather you are noting location or item it changes to blue. I don't know that I can or want to fix it yet
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Pink Switch 2020-09-15 12:08
No, capture badge only works with one location,
12:08
so like orange means you have multiple checks there right?
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Neonnite (Nathen Gonderman) 2020-09-15 12:14
correct
12:16
well not exactly correct orange means you can get/check some things but not all
12:16
@Pink Switch
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Pink Switch 2020-09-15 12:17
yeah so how does capture badge work then
12:17
does it display all of them if you put multiple things there
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Neonnite (Nathen Gonderman) 2020-09-15 12:23
no it only displays 1 badge, IE if you were to check library and its say Thievs Town and I captured the location it would display the location badge and then if I were to capture the library item it would change the badge displayed to the item captured.
12:28
this is ok because in the library situation if say the library is vanilla you check off the location check and then capture the item if you don't have the boots to get it
12:28
@Pink Switch
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EmoSaru 2020-09-15 12:33
MuffinJets is correct, FYI. I encourage folks to customize for their own use all they want, however.
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Neonnite (Nathen Gonderman) 2020-09-15 12:35
@EmoSaru ok so where would the (Line in the sand) be in terms of uniqueness?
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EmoSaru 2020-09-15 12:36
I don't have hard lines drawn and documented, but it's something I look at when people ask about distribution. (edited)
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Neonnite (Nathen Gonderman) 2020-09-15 12:44
@EmoSaru ok well I am making some final adjustments so I should have a pack that ready to go in the next hour or so and I can shoot you the zip to have a look at.
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EmoSaru 2020-09-15 12:45
I can tell you from looking at your images that I would recommend you get in touch with the authors of the existing "entrance" pack and see if they'd be interested in taking your changes or working with you in some other way.
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Neonnite (Nathen Gonderman) 2020-09-15 12:58
@EmoSaru fair enough but I think you may want to look closer. look at the zip when I'm done and we will go from there. It may very well not be distributable and that's perfectly fine.
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EmoSaru 2020-09-15 12:59
I'll look at it.
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Neonnite (Nathen Gonderman) 2020-09-15 14:07
@EmoSaru ok how would you like me to send this to you?
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EmoSaru 2020-09-15 14:40
DM me. (edited)
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Ninban 2020-09-15 19:58
Just FYI @Neonnite (Nathen Gonderman) if your pack is better than mine and ends up being a pure upgrade I'd be fine with delisting my pack in favour of yours, if Emo finds that solution preferable. I can also take a look tomorrow evening
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Neonnite (Nathen Gonderman) 2020-09-15 20:19
@Ninban we will need to wait and see what Emo says. my pack is a combo of things from your pack emo's pack and Muffinjets links awakining pack.
20:20
the idea of using the badges as location markers came from muffinjets pack.
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Ninban 2020-09-15 20:21
it's normal to take from others, I made my pack by starting with emo's and adding stuff until I was happy 😛
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Neonnite (Nathen Gonderman) 2020-09-15 20:22
@Ninban yeah thats what i figured. I even have autotracking as a result of keeping all the logic intact from emo's pack
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Ninban 2020-09-15 20:24
Ah that's cool, I don't remember if I made my pack before autotracking was a thing or I just didn't want to bother with testing if it still worked lol
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Neonnite (Nathen Gonderman) 2020-09-15 20:31
Yeah I am more of a if it isn't broken don't fix it lol.
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EmoSaru 2020-09-15 21:49
I still have to take a look at it, but as a general statement I’m fine with that type of arrangement if you guys are.
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Neonnite (Nathen Gonderman) 2020-09-15 21:54
im good with pretty much anything lol
22:01
oh also I played a seed and came across a couple of things I would like to address, nothing huge just a couple of badges that I think need to be added and I am also going to tweak the capture item layout to make room for the additions. @EmoSaru you can still look at what I linked earlier as it wont change much.
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Neonnite (Nathen Gonderman) 2020-09-16 11:59
@EmoSaru I see that I have the ability to add links looking through the #announcements but I don't see where to add these links in the pack? also what type of Links are supported?
11:59
sorry I'm bored lol
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EmoSaru 2020-09-16 12:18
The ability to provide a package help link is part of the pack distribution setup. (edited)
12:18
Standalone packages don't (currently) support it.
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Neonnite (Nathen Gonderman) 2020-09-16 12:19
ah ok ty
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MooIQ 2020-09-21 07:15
Hey, is there a way to make trackers transparent? Specifically OOT Item Standard
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XenoWars 2020-09-21 07:33
If youre trying to do it for a nice stream design, use Color Key filter if you use OBS. Dont think theres any way in EmoTracker itself. I also dont know if you dont use OBS
07:40
@MooIQ
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Snowbear 2020-09-21 08:38
Isn’t there NDI support?
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codemann8 2020-09-21 08:41
You get transparency thru NDI if the underlying tracker hasn't put the solid color background behind the item grid
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EmoSaru 2020-09-21 08:56
You cannot make the tracker window itself transparent, but as folks have said you can capture in obs with a transparent background by using NDI.
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XenoWars 2020-09-21 09:05
what is NDI
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EmoSaru 2020-09-21 09:13
NDI is an IP video standard for broadcast. There’s a plug-in for obs you can find and install, and if the EmoTracker broadcast view is open, it will be available as an NDI source.
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Mushrooms 2020-09-22 13:27
👋 is there a way to remove the map from the broadcast window in wind waker randomizer's tracker? A friend said to put some custom files in Documents/Emotracker/user_overrides but a folder named user_overrides didn't exist so I created it, though putting the files in there didn't work.
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EmoSaru 2020-09-22 13:33
There is an “export override” command available in the gear menu. Use that function to export an override for what you want to replace, and it will create the correct directory structure for you.
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Mushrooms 2020-09-22 13:43
I tried that but nothing changed, then tried to clear overrides and startup still gives me this:
13:43
there's nothing in the overrides folder now though
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Spleebie 2020-09-22 13:44
After exporting the override you have to go edit the files in order to change anything. But it might be easier to just crop your window capture of the broadcast view instead.
13:45
in OBS just alt-drag the bottom border until the map no longer shows
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Mushrooms 2020-09-22 13:48
that doesn't work with NDI captures
13:48
it captures the whole thing and doesn't let me crop it
13:48
I was hoping all I had to do was use the files my friend sent me
13:49
which files do I edit?
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XenoWars 2020-09-22 14:00
you could just use the cropping filter (edited)
14:01
crop/pad
14:01
if you use a window capture then apply the filter
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Spleebie 2020-09-22 14:04
You would want to edit layouts/broadcast_layout.json
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SeaAverage 2020-09-22 16:36
Is there a way to have what is essentially progressive toggles on something?
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EmoSaru 2020-09-22 16:39
There is literally a thing called a progressive toggle - see the schemas linked in the topic. That said, it depends on what you mean/want.
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SeaAverage 2020-09-22 16:39
yep, i said progressive toggle because i had just read that and had it on the brain
16:40
what i meant to say was progressive badges but that might basically be the same thing so i'll just explain what i'm trying to do
16:41
let me grab a screenshot real quick because that should help
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SeaAverage 2020-09-22 16:51
well i can't get one of the images i actually want to work as a toggle for some reason, but this will work to get the idea. Basically I want to be able to either left click to cycle through the numbers which just works as a regular progressive type, or right click to switch between the badges (in this case the crown and checkmark)
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codemann8 2020-09-22 17:04
how would you make the underlying item toggle on?
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SeaAverage 2020-09-22 17:05
well the idea is to right click to progress though the different badges, only needing one of them at a time
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codemann8 2020-09-22 17:05
you do that thru progressive toggles
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SeaAverage 2020-09-22 17:05
an example is with the crowns. there is bronze, silver, and gold
17:06
ok cool, i'll play around with those now that I also know that the images i wanted to use are working correctly.
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codemann8 2020-09-22 17:07
I can send you my package to show you examples of mine doing that
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SeaAverage 2020-09-22 17:07
that would be great
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codemann8 2020-09-22 17:28
fyi, the thing that was being sought out here was kind of a composite progressive (wanted both left and right click to cycle two separate progressive stages), which would be cool, but this can only be done as a custom lua item currently (edited)
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EmoSaru 2020-09-22 17:40
Correct, although it’s fairly straightforward to do as a Lua custom item so 👍
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Pink Switch 2020-09-22 21:12
Is there a list of like usable lua functions like providecountforcode and findobjectforcode somewhere?
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EmoSaru 2020-09-22 21:34
I'm fairly certain that you have asked this before, and the answer has not changed. There is not a master list. My pack uses the overwhelming majority of the functions I've committed to supporting publicly. Other packs like Hamsda's may use a few others, and are worth looking at as well.
21:34
The list of supported functions is not long.
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blasteg 2020-09-22 21:51
I think it's me that asked it before
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Pink Switch 2020-09-22 22:54
oof
22:54
yeah i didnt ask
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EmoSaru 2020-09-22 22:55
Whoops! Well, apologies for misremembering - regardless, that’s still the answer.
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Pink Switch 2020-09-23 00:06
What are the available img mods I swear I remember a list but I cant seem to find it in the schemas and im probably just fatbraining this
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EmoSaru 2020-09-23 00:24
Did you check the pinned messages?
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Pink Switch 2020-09-23 00:25
Yes, actually
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EmoSaru 2020-09-23 00:47
Then you saw the message titled “Valid Image Filters/Mods”
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Pink Switch 2020-09-23 00:54
oh pins i thought you meant the description ignore me
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Pink Switch 2020-09-23 01:03
Here's a question, what would I put in return to activate an item?
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EmoSaru 2020-09-23 01:08
I don’t understand the question
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Pink Switch 2020-09-23 01:48
too flat brain why didnt this work
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codemann8 2020-09-23 01:53
its not clear what you are trying to do tbh, but this is a very unusual thing to see in code
01:54
from what little i can see you are making a function to check whether you have bombs, have goron, and have zora
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Pink Switch 2020-09-23 11:41
No I’m trying to make it give you zora if you have goron and bombs this is just a test to make sure it works
11:41
It did not
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cubesolver 2020-09-23 11:52
Before I go messing with lua, there is not currently a way to have clearing a location be part of the access rules for a different location, correct?
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ReggX 2020-09-23 11:55
@Pink Switch == is a comparison operator, you want assignment Tracker:FindObjectForCode("zora").Active = true
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Pink Switch 2020-09-23 11:58
Yeah I tried just = and that didn’t work either
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ReggX 2020-09-23 11:58
you did remove the return, right?
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Pink Switch 2020-09-23 12:00
hm might be worth trying
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XenoWars 2020-09-23 12:02
@cubesolver i tried doing so and it didnt work, but someone else might be able to actually confirm
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Pink Switch 2020-09-23 12:02
There kind of is
12:03
You can set a location to get cleared if you check a different location but that’s mostly for “here or here” with different rules for each location
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ReggX 2020-09-23 12:06
@cubesolver only with lua, the keyword you are looking for is location_section_object.AvailableChestCount == 0
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cubesolver 2020-09-23 12:12
That’s what I thought I’d have to end up doing, but I wanted to see if there was anything easier. Thanks
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Pink Switch 2020-09-23 12:24
still didnt do anything
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ReggX 2020-09-23 12:24
where is test() executed?
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Pink Switch 2020-09-23 12:51
Is where a way to just have this always checked for
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ReggX 2020-09-23 13:04
There are two ways, depending on when you want to run it (before the accessibilty update or after)
13:04
the simple way (after) is just calling test() in tracker_on_accessibility_updated() (edited)
13:06
the more complicated way (before) is adding a new location with access_rules: [ "$test" ] and no map_location (edited)
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codemann8 2020-09-23 14:56
the best place is to set this in the area where bombs and goron are toggled on. Also, accessibility rules are a different thing than clearing something
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Pink Switch 2020-09-23 15:15
Mm even whenb doing on_accessibility_updated still nothing
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EmoSaru 2020-09-23 15:17
Have you checked the developer console for errors? And what is “zora”? Is it a toggle item?
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Pink Switch 2020-09-23 15:17
MM transformation masks
15:17
This is just a test to make sure it works
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EmoSaru 2020-09-23 15:18
What is calling test()
15:18
Have you verified it’s being called at all by adding a print statement?
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Pink Switch 2020-09-23 15:19
Also for the record there's currently nothing from the script in the console
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EmoSaru 2020-09-23 15:20
If you added a print statement to that function, and there’s nothing in the console from it, then that’s your first problem to solve.
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Pink Switch 2020-09-23 15:20
Oh no I didn't I meant there werent any errors
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EmoSaru 2020-09-23 15:23
Okay. Well, regardless, at this point you need to debug more effectively to find out where the issue is. We can’t do that for you, especially without the complete picture.
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Pink Switch 2020-09-23 15:31
Okay i think I figured it out
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Pink Switch 2020-09-23 17:23
now im having a new problem, is this not how to set progressive states?
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codemann8 2020-09-23 17:23
.CurrentStage = value
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Pink Switch 2020-09-23 17:23
thank you
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EmoSaru 2020-09-23 17:31
@Pink Switch please reference my autotracker script to answer basic questions like this before asking here
17:32
also the first line of that code block you just posted is nonsense and doesn’t do anything good
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Pink Switch 2020-09-23 17:32
Is it because it's not a function because if that's why it's in another function
17:34
Also, thanks I tried that and not only were they not in the autotracker script, the auto tracker is only referencing in game bytes and addresses like that's not helpful
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EmoSaru 2020-09-23 17:34
The autotracker script contains examples of how to manipulate various types of items
17:34
Including progressive items
17:35
Read it more thoroughly
17:36
And no, it’s because you’re querying for the provider count for a code, which returns a number, and then attempting to set its Active property to true, rather than checking against its value being true which is what I assume you want but (again) won’t work because you’re not doing it to an actual item instance (edited)
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Pink Switch 2020-09-23 17:37
Is this not checking if the top item is active?
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EmoSaru 2020-09-23 17:37
No.
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Pink Switch 2020-09-23 17:37
oh
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EmoSaru 2020-09-23 17:37
Read through that first statement carefully
17:37
Maybe you copy/pasted badly
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XenoWars 2020-09-23 17:39
what do brackets around an item in access_rules mean?
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codemann8 2020-09-23 17:39
indicates the items you need to be able to "see" it but not get it
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XenoWars 2020-09-23 17:39
no, that's braces
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codemann8 2020-09-23 17:40
oh, to indicate you "need" the item but you can seq break without it (edited)
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XenoWars 2020-09-23 17:41
ok thanks
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Pink Switch 2020-09-23 23:58
This is completely ignoring the disabled image strings
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blasteg 2020-09-24 00:05
are the [] needed?
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Pink Switch 2020-09-24 00:16
Are they?
00:16
i thought they were
00:18
well that didnt fix it
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MikeTrethewey | Axiom Verge 2020-09-24 00:24
Dumb question: Don't you need the filetype for your gyorg image?
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blasteg 2020-09-24 00:32
oh yeah, that too
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Pink Switch 2020-09-24 00:37
m nope still nothing happening
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MikeTrethewey | Axiom Verge 2020-09-24 00:38
Isn't brightness|1 fullbright?
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blasteg 2020-09-24 00:39
just checking, do the image exist in the path you write? since I noticed one is under image/item, the other directly under inage
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MikeTrethewey | Axiom Verge 2020-09-24 00:40
Is the thing you're manipulating colored? Try something like greyscale first?
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Pink Switch 2020-09-24 01:25
Yes, it does, and I tried grayscale that didnt do anything either
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EmoSaru 2020-09-24 08:53
In that image, your item type is progressive, which does not support a disabled image per stage, because that makes no sense. (edited)
08:54
You are trying to author it as though it is a progressive_toggle
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Robinrola 2020-09-26 03:31
Is there a way to make the background of the tracker transparent?
03:32
So it can go on top of a game in a stream overlay
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RetroDraz 2020-09-30 00:08
Hi all, I'm loving emo tracker an how customisable it is. I do have a question as to wether it is possible to add more checks to an existing tracker? My aim is to add a bloopie/ice chest and the one green rupee for OOT rando. I understand the override section and i imagine its in a certain json? I understand a bit of code but just need a nudge in the right direction. Thanks all! Edit: The tracker in question is Hamsda OOT Randomizer (edited)
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codemann8 2020-09-30 01:40
Yes, you Export Overrides on the appropriate file located in "locations" and add your entries there. However, the caveat is you will not receive updates to this file when you update it to a higher version, which can cause issues sometimes down the road
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RetroDraz 2020-09-30 05:26
Awesome I'll check that out and bear the caveat in mind. Will it scale adding more entries or will I need to expand the container?
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RetroDraz 2020-09-30 05:40
Had a look at that and I think I may have not explained properly. I'm looking to add on the tracker itself on the left hand side the extra counter for the bloopies and ice chests.
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XenoWars 2020-09-30 07:24
There was actually an ice trap counter before but got replaced with Triforce when that became a thing. And those wouldnt be checks. Theyd be items. Entirely possible though. You need to find the items.json file that lists each item, put in the ones you are adding, then add them to "layout" files. I can see exactly which files in a bit
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RetroDraz 2020-09-30 07:36
Yeah sorry I got mixed up with the terminology. I know I could change the Triforce check to something else easily but it'd be nice to add another row. I did try that in the items json but when I refreshed the whole tracker came up blank so I must have screwed up. Appreciate the help!
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EmoSaru 2020-09-30 09:06
If the tracker came up blank, you likely ended up with invalid json after your change. I always recommend that people use an editor with json linting/validation. (edited)
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Hamsda 2020-09-30 14:36
@RetroDraz the overrides you will need are items\quest.json to add your new items (ice trap is still in there for example) and then layouts\item_grids.json and fit your new item codes in somewhere (2 versions in there, 6 wide and 9 wide)
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RetroDraz 2020-09-30 14:59
Legends I will have a crack at it today. Is it limited to either the 6 or 9 wide grid? Or will I have to add a new row to add new content? (edited)
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Hamsda 2020-09-30 15:06
i mean you can move around stuff however you like, just that i have the 6 and 9 as sort of default widths because it fits with the inventory very well
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RetroDraz 2020-09-30 15:08
Ok awesome thanks for being so helpful :) great pack btw!
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Hamsda 2020-09-30 15:09
thanks, no problem 🙂
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Vicendithas 2020-09-30 19:58
Is it possible to have a second window for other maps? I know how I can make a container to hold all the maps, but what I'm looking for is some kind of popout second window to hold it.
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EmoSaru 2020-09-30 20:10
There is no support for multiple interactive windows at this time.
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RetroDraz 2020-10-01 00:03
@Hamsda worked like an absolute treat 🙂 I'm a very happy chappy now, thanks again for the help!
👍 1
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Vicendithas 2020-10-03 13:15
Is there a way I can have an item that acts as a momentary button that triggers some code in Lua? I basically want to use to to act as a macro that triggers enabling or disabling certain items.
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EmoSaru 2020-10-03 13:17
A Lua custom item gets direct hooks to the left and right click events (edited)
13:18
that would be the best you can do
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Vicendithas 2020-10-03 13:38
Ok, I've figured out how to make a custom item and I got it on my tracker, but I'm having trouble with the code to activate a different item. I'm using Tracker:FindObjectForCode to get a reference to the object. How do I set it's active state with that. I tried .setActive(true) and it didn't like that.
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EmoSaru 2020-10-03 13:39
Look at the autotracker script in my pack for a general reference as to how to manipulate items of various types.
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Vicendithas 2020-10-03 13:42
Awesome. I figured it out. Thanks so much for the help
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LilyRose 2020-10-04 03:54
Hello ! First of all i'd like to thank you for that awesome tool that is EmoTracker :). I appreciate it a lot and it's very useful and easy to setup. I would like to know if it was possible to use the PugHUD with a map ? I prefer the graphics from that tracker but it doesn't have a map. Is there any way i can customize this ? Thanks again !
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TarThoron 2020-10-04 05:50
Easier to take the graphics you want and put them in the map tracker.
05:53
PugHUD is very specifically designed to be a size and shape that fits Andy's stream layout.
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LilyRose 2020-10-04 06:43
Easier to take the graphics you want and put them in the map tracker.
@TarThoron Thanks !
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LilyRose 2020-10-04 06:51
It's minor détails so i'll get used to the tracker :)
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Neonnite (Nathen Gonderman) 2020-10-11 19:27
@EmoSaru I know this has been brought up before but I don't remember your response nor can I find it. What are the odds of us getting some control over the Badges. To be honest all I would really like is to have the badges be bottom,center as apposed to bottom,right.
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PiToTheE 2020-10-12 19:04
So I know how to submit a pack, but how does one build a package?
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Dorkmaster Flek 2020-10-12 19:12
Like dev environment-wise?
19:13
You can unzip any of the package files to take a look at the source for them. Basically if you just have a folder with all the files unzipped instead of a zip file, EmoTracker will treat that the same.
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PiToTheE 2020-10-12 19:22
Will my pack show up in my installed packages, or does it need to be submitted first?
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Dudude Dude 2020-10-12 19:33
So long as it has a properly set up manifest.json it should show up as a selectable pack. Submitting only makes it so can be downloaded through the app itself. (edited)
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PiToTheE 2020-10-12 19:33
Gotcha
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PiToTheE 2020-10-12 19:44
So, it almost works. However, when I load up my pack, the dev console spits out an error with the "legacy layout data" saying that "value cannot be null". But when I load up a working pack, it simply says "file not found" and loads the pack just fine. What's the difference? (edited)
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Vicendithas 2020-10-13 00:06
In my experience, "value cannot be null" happens when you reference a named object (like a layout or custom item) that doesn't exist or was not loaded correctly. I've run into this when I forget to match up brackets and braces correctly, or forget to put a comma between items. Without seeing your pack or the dev console, I can't say for sure. This has just been my experience.
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EmoSaru 2020-10-13 09:55
What Vicendithas said. Also... What pack did you use as reference? I always recommend starting to learn using my pack, as it’s generally up to date with modern conventions. EmoTracker supports legacy packs, but they are not the right way to build a pack at this point.
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picks 2020-10-13 22:46
22:47
This is probably a dumb question, but I updated my broadcast view item tracker for MM
22:47
But the item tracker still only shows 6 items per row
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Pink Switch 2020-10-13 22:49
A. the broadcast view and item layout are saved separately and you didnt update one of them
22:49
B. your item window minimum size is set too small
22:49
yea it's B
22:50
you can see that its cutting off the items
22:50
make the window size bigger
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picks 2020-10-13 22:51
Okay yeah I'm a dingus. Changed width from 220 to 330 in the var_items_only tracker and its all there. Thank you
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PiToTheE 2020-10-14 10:06
I used Reviaxx's KH2FM Tracker as a reference. Here's the dev log when I launch my pack.
10:08
Usually I can use the error to find the problem, but when it tells me that it's in the base code I simply have no clue
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Hamsda 2020-10-14 10:12
this looks like you are straight up missing the files you are loading in your init.lua
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EmoSaru 2020-10-14 10:12
You are likely using the wrong json type for something. There are JSON schemas available for most things linked in the channel topic and pins. I suggest using them in an editor that supports them.
10:13
The fact that it’s loading legacy layout data also means your init.lua may not be loading a layout file that includes the main tracker layout keys?
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PiToTheE 2020-10-14 10:14
Hmm...I'll re-look at my init.lua and check out those JSON schemas and see if that works. Thanks.
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PiToTheE 2020-10-14 10:50
So it doesn't look like my init.lua is misconfigured, and I can't seem to find an answer in the JSON layout schema. Would I be able to send the pack to one of you guys and see if you can figure this out?
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EmoSaru 2020-10-14 17:22
Sorry, I've been swamped at work, and don't have time to do that. I definitely recommend using an editor like Visual Studio Code that can validate your json both for validity and for compliance with the appropriate schema.
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PiToTheE 2020-10-14 17:59
Gotcha, thanks.
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Pool Float 2020-10-22 12:22
I started from the core pack and turned Inverted Keysanity into an Invrosia tracker. Changes to the key and item logic seem to work, but what I cannot figure out is how to rename the "inverted_keysanity" folder in the pack to invrosia without breaking the entire pack. Am I missing something mind-numbingly simple?
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Hamsda 2020-10-22 12:24
did you also change the variant in manifest.json?
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Pool Float 2020-10-22 12:24
I've changed both at different points. But now I'm doubting myself, so I'm going to change both again now to check
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Spleebie 2020-10-22 12:25
Check the init.lua script as well, it's probably trying to load a layout from the old path
12:25
You can also enable the dev console to see the error output
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Hamsda 2020-10-22 12:28
yeah dev console usually gives a good idea
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Pool Float 2020-10-22 12:29
OK, so that part was mind-numbingly simple. I must have forgotten to rename them both at the same time. I changed the layout, so I know it loaded my pack, but the logic isn't working now, so it must be looking for inverted_keysanity elsewhere.
12:31
Based on the green squares, it loaded standard logic, since nothing is green in dark world, but a bunch are in light world
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Spleebie 2020-10-22 12:32
Look in init.lua
12:32
It should have a part where it calls Tracker:AddLocations with one set of locations or another
12:36
I'm curious though, why doesn't the regular inverted keysanity variant work for invrosia?
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Pool Float 2020-10-22 12:36
I see - Tracker:AddLocations("inverted_locations/overworld.json") I didn't rename the inverted_locations folder
12:36
Only big keys are in the wild for Invrosia
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Spleebie 2020-10-22 12:37
So you just wanted corrected item counts?
12:37
Or I suppose a tracker layout that hides the small keys?
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Pool Float 2020-10-22 12:37
I mainly want it for showing me what I can access, since I'm brand new to any inverted format
12:38
One of the changes I made was to remove small keys display, and I also changed logic for things like fire rod in EP. Since Invrosia only works with Advanced logic (I think), I just hard coded it in
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Spleebie 2020-10-22 12:38
so it's actually a few lines before that, it checks if the active variant contains "inverted" (edited)
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Pool Float 2020-10-22 12:41
That was it! Thank you both so much.
12:42
I don't know there's an actual need for an Invrosia tracker pack, but I figured I should start somewhere, and this is one I will use regularly.
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Spleebie 2020-10-22 12:44
If you learned a few things then that's awesome 👍
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Pool Float 2020-10-22 12:50
Indeed I did. Coding has never been a strong point for me, but I'm slowly getting it.
12:52
The most accomplishment I felt was figuring out the advanced logic worked for EP and the fire rod. Once I discovered the [firesource] variable, it was a light bulb over my head.
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Blandation 2020-10-22 14:51
I'm looking to scale the FF6 worlds collide gated tracker down to about half size. I have the export override open, but I may be putting "scale": 0.5 in the wrong place, as wherever I put it the tracker just goes blank when I refresh
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RetroDraz 2020-10-24 00:09
Hey guys, how do i add scrolling to elements? I checked the schemas and can see it exists but its beyond my knowledge of coding. I'd love to be able to scroll between both maps on @Hamsda's OOT tracker and also scroll down the checks on larger areas as they currently end up going off screen and I can't get to them!
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Dual [CDT UTC-5] (TWWR) 2020-10-30 14:13
Is there an image filter for desaturate?
14:18
Also, is greyscale based on MAX or LUMA math?
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codemann8 2020-10-30 14:23
my understanding is that its an AVG of the RGB values
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EmoSaru 2020-10-30 14:51
There is not currently a desaturate filter, and grayscale is in fact an average of the RGB values
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EmoSaru 2020-10-31 20:27
FYI @Dual [CDT UTC-5] (TWWR), the latest app release supports a configurable saturation filter. See this pinned message for details. https://discordapp.com/channels/386961931988369418/388167481916653571/673953112863801344
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Dual [CDT UTC-5] (TWWR) 2020-10-31 20:29
I actually saw. TWWR - Darken5ky 2.0.1.2 will have it to make telling EGL from WGA a lot easier.
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EmoSaru 2020-10-31 20:37
Make sure you set the required app version in the repository.json to 2.3.8.8 before making that update live, to prevent people who haven't updated yet from breaking in strange ways.
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Dual [CDT UTC-5] (TWWR) 2020-11-02 17:28
How would I use Lua to get variant type? Couldn't see the full topic line (edited)
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Dual [CDT UTC-5] (TWWR) 2020-11-02 17:37
Okay, couldn't find anything in the example docs, is there a way for Lua to know the variant type?
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Spleebie 2020-11-02 17:41
Emo's pack checks the variant, lemme see
17:42
-- Select a broadcast view layout based on whether the current variant is keysanity or not if not (string.find(Tracker.ActiveVariantUID, "keys")) then Tracker:AddLayouts("layouts/standard_broadcast.json") else Tracker:AddLayouts("layouts/keysanity_broadcast.json") end
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Dual [CDT UTC-5] (TWWR) 2020-11-02 17:42
Thank you Spleeb
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Dual [CDT UTC-5] (TWWR) 2020-11-02 20:30
Also, thank you Emo, that saturation filter is super nice
👍 1
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Link2434 2020-11-05 20:14
So I don't know where to ask this and don't know how to do it myself, would it be possible to make a tracker for Super Smash Bros Ultimate World of Light Nuzlocke? Nothing too complicated just a list of the characters' stock icons with locked, unlocked, and dead.
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MuffinJets 2020-11-05 20:18
It certainly could be possible, and we'd help answer questions to help you make it (edited)
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Link2434 2020-11-05 20:19
I guess my first question is how do you make stuff for Emotracker? is it built in or is there another program you use? Sorry VERY unfamiliar with the program.
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blasteg 2020-11-05 20:20
check the alttp package for reference, we all use that
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Link2434 2020-11-05 20:20
ok
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MuffinJets 2020-11-05 20:21
A pack is basically a bunch of special text files held together with a lua script, so you don't need any coding experience (but it is very useful if you do happen to have it)
20:21
But I'd recommend downloading ether VS Code or Notepad++ to help view the .json files easier
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Link2434 2020-11-05 20:22
ok I'll grab notepad++ then, I used that a little bit back in HS
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blasteg 2020-11-05 20:23
we have a Json based Domain Specific Language
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Vicendithas 2020-11-06 10:38
I'm having some minor problems with my pack that I was wondering if anyone else has seen before and may have some tips for how to solve. In my pack, some locations have multiple ways to access them based on what items have been collected. Some locations that should be accessible don't light up green/orange/yellow like they should if the items are marked in a different order. Usually it can be fixed by just unmarking and remarking an item, but this is annoying for the user, especially if they aren't as familiar with the game and think something is out of logic when it isn't. I'm guessing it happens because the multiple paths to access it are competing and clash, but I don't know how to solve it so it works reliably. Does anyone have any suggestions?
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Hamsda 2020-11-06 10:45
if you have cyclic logic, you need to flatten it
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Vicendithas 2020-11-06 10:46
Can you elaborate what you mean by flatten it?
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Hamsda 2020-11-06 10:48
as in, you can't have anything reference stuff thats behind it if you don't want to force additional clicks
10:48
at least not with considerable effort
10:51
so say you have a starting point A from there, you can go to B with some set of items, and you can go to C with a different set of items now you can also go between B and C with some set of items but in your files, you must have them in a certain order, e.g. A, B, then C so if you don't have the items to go from A to B, but you do have the items to go from A to C to B, then that won't work until you give another "refresh" to the tracker
10:52
to avoid the additional refresh, you can't rely on the reference to C in the access_rules for B, so you have to "flatten" the path from A to C to B instead
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Vicendithas 2020-11-06 10:54
Ok. I think I understand. I'll have to work through how that will work for the logic of my pack. Thanks for the help.
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Hamsda 2020-11-06 10:57
yeah if your game is complicated enough and has lots of these cyclic dependencies, it may be easier in the long run to try and work around the limitations instead
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Vicendithas 2020-11-06 11:10
Yeah I'm really struggling for how to solve it. The game is Pokemon Crystal and the area I have most problem with is access to Kanto (and back again). There's so many permutations for how you can access Kanto and some parts of Johto that the logic is definitely circular. Depending on the randomization, you might access things in a completely different order because of the items you get, but I need the logic of the tracker to be able to handle it.
11:14
In general, the problem is that in some runs, I might have to go from A to B to C (which could be from one set of items) or I could go from A to C to B (with a different set of items). That sounds exactly like what you mentioned, but I'm not sure how to solve it.
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Hamsda 2020-11-06 11:25
if you don't have to do this many many times, but just like generally for the region, then its probably easiest to flatten so for C you can still just reference being able to reach B + the other stuff needed but for B you will have to list the regular routes (so A + items needed), and then you will have to list the routes from A to C + items needed from C to B without simply using the location reference. this can definitely be a bit tedious and brain wrecking, but is the best way to make it a good experience for the users
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Vicendithas 2020-11-06 11:26
Ok I think I understand now. It's specifically the location reference that causes the problem
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Hamsda 2020-11-06 11:29
yeah, like say you have stuff to go from C to B and the newest item allows you to go from A to C the tracker just goes through the list of locations in order, and when it looks at B, it will see "can't reach C yet, no can do", then it looks at C and is "okay you can reach C" and then anything that triggers the process again, even if its a completely unrelated item, while looking at B it will be like "oh you can reach C and have the items, so sure you can get to B" this has led to a bit of confusion for various packs in the past
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Vicendithas 2020-11-06 11:32
Could it also be the order of my locations in the file as well? I ordered the locations in a logical way so I could find things better, but maybe that's also causing problems if it just reads the locations in order.
11:32
and doesn't update them until a new item is clicked
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Hamsda 2020-11-06 11:35
yeah only cyclic dependencies are really a problem, since you have to define one that is before the other, so the first one can't rely on location references to be accurate for everything else if you can make sure the location referenced is before the current location, you are good
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Vicendithas 2020-11-06 12:59
I think I got it all cleaned up. Thanks for the help, I really appreciate it.
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WillardJBradley 2020-11-10 13:02
so i have an idea for the FF6WC tracker that I need help figuring out how to accomplish. One of the modes for the game has a character gating where finding a character unlocks 1-5 checks, depending on the character. For the broadcast layout for example lets say i find Terra and mark her off on the tracker. Her portrait also lights up on the broadcast layout but will be slightly different by having a 5 in the top right corner. As I light up completed checks on the tracker (sealed gate, whelk, zozo, etc.) that number on the broadcast layout goes down to zero. (edited)
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Anguirel 2020-11-10 13:15
Do you mean that Terra's portrait in broadcast view would have an overlay with the number of available checks left?
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WillardJBradley 2020-11-10 13:16
yes
13:18
i'm just leaning towards a simplified tracker for broadcast since I don't really like how busy the current broadcast layout is. nor the edited version I made
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Anguirel 2020-11-10 13:19
I don't know if that can be done with the way the portraits are currently defined. They'd have to be defined as progressive items with stages for the number of checks. Then if you wanted the number to automatically decrement when you mark off a check, that would probably need custom lua items. Though I'm not an expert on that, so someone else could correct me if I'm wrong.
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WillardJBradley 2020-11-10 13:20
true true. I'm also fine with skipping the second part and just making the portraits have the number overlay
13:20
don't mind clicking the portrait to reduce the number with each cleared check
13:21
if that simplifies it
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Anguirel 2020-11-10 13:22
I can hack something up with the portraits as progressive items and send it to you after I finish work today. But yeah, for now you'd have to click the portrait to decrement the counter.
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WillardJBradley 2020-11-10 13:22
that'd be greatly appreciated, thank you (edited)
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codemann8 2020-11-10 13:37
@EmoSaru can you add Anguirel to Pack Developer? he's been contributing to the FF6WC and CT tracker (edited)
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EmoSaru 2020-11-10 13:46
I generally only add 1 person to that role per repository. I've made exceptions in very particular circumstances.
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codemann8 2020-11-10 13:48
I'd lobby for him cuz he's essentially been adding autotracking to various packs that don't have it and has been diving into the workings of custom Lua applications, but no worries if you don't (edited)
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Anguirel 2020-11-10 13:50
I'm fine not having the pack dev role. Thanks for the vote of confidence though. 🙂
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EmoSaru 2020-11-10 14:52
The pack developer role only does two things: 1) Grant access to the area where I talk about package distribution setup 2) allow posting in #pack-announcements All other aspects of pack creation/modification are appropriate for discussion here. (edited)
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WillardJBradley 2020-11-10 20:28
Thanks to Anguirel's help I made a much simpler broadcast layout for the ff6wc pack
👍 2
20:29
Had to either redo the font or the character portraits cause they didn't mesh well so i just changed both 👍
20:30
my favorite part is that when the characters checks are cleared (mog/setzer) their sprite kneels or collapses from exhaustion . lol
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Anguirel 2020-11-10 20:36
Wow, nice. I like the layout.
💪 2
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flash_am 2020-11-23 16:52
I tried looking through previous questions and sadly could not find an answer, so hopefully this isn't a repeated question. I am trying to edit the broadcast view to be 2 columns of items, 1 for each side of my OBS screen. Right now, I just have them next to each other, is there something I can do to either separate the 2 columns into 2 different windows, or to space them exactly the right amount?
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Dorkmaster Flek 2020-11-23 17:30
Broadcast view is a single window, so I think your only option is two window captures in OBS cropped appropriately.
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flash_am 2020-11-23 17:48
is there any way to space out the columns a little more so they aren't right next to each other?
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Dorkmaster Flek 2020-11-23 17:51
Maybe two tables with a bigger margin to space them out?
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codemann8 2020-11-23 18:50
Ideally you are using the NDI plugin for OBS which will give you a transparent background on OBS, so a margin wouldn't serve much of a purpose if you're just going to crop it in half anyways (edited)
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PolychromeVirus 2020-11-24 08:38
a bit of a margin could help with it, some of the broadcast views can be kinda tight
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Magus_Oscuro 2020-11-25 07:32
Reposting my question here instead of in the autotracker channel. I'm new to tracker development, but am a professional software engineer. I am working on adding some custom features to the autotracker. I'm curious if anyone has information specifically on the ScriptHost:AddMemoryWatch function, the returned segment object, and how the ReadUx functions interact with it. I also noticed that all of the addresses referenced in the base autotracker are absolute addresses, does that mean ROM can be addressed as well? Also, is there a listing of the functions that ScriptHost exposes?
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codemann8 2020-11-25 07:41
ROM can be addressed, altho from what I have seen, there are differences between SD2SNES and Snes9x (or prob just Lua bridge in general), I can't remember which one but one of them returns zeroes and the other is correct when I try to pull ROM header information, so I ended up not using it (edited)
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Magus_Oscuro 2020-11-25 07:42
Ah, I am working on having the tracker auto set the mire and trock medallions when the tiles are on screen
07:45
I can tell when the viewport is in the right place, but I have to read the ROM at that point in order to get the actual medallion since I couldn't find anything in RAM to indicate which CHR was being used for the tile block
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codemann8 2020-11-25 07:45
that sort of information is going to be black-listed, so you'll get nothing but errors if you try that
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Magus_Oscuro 2020-11-25 07:46
Really? I didn't know that there was a blacklist
07:46
I haven't actually started writing LUA code yet, I have just been poking at the RAM in the emulator
07:47
Is the stuff used for OAM on the map screen blacklisted too?
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codemann8 2020-11-25 07:47
likely
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Magus_Oscuro 2020-11-25 07:48
And here I thought I could save myself some mouse clicks when I opened the map.
07:49
I even figured out what values to watch to see if the map was open and full screen
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codemann8 2020-11-25 07:49
same tbh
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Magus_Oscuro 2020-11-25 07:50
Well, I'll poke at the LUA and see what happens, worst case I get nothing.
07:50
At least she used spaces instead of tabs in the source files
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Magus_Oscuro 2020-11-25 10:03
Welp, after some experimentation I have learned that 0x7e0636 and 0x7e0800 are indeed protected memory
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Magus_Oscuro 2020-11-25 10:10
Oh well, that was a fun little exercise at least
10:11
Out of curiosity, does the tracker have hotkey support?
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EmoSaru 2020-11-25 10:58
For items and such? No.
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Magus_Oscuro 2020-11-25 12:32
Are hotkeys considered cheating or was it just not something you bothered to code up?
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EmoSaru 2020-11-25 13:42
It’s not something I think adds a tremendous amount of value, given that different packs have radically different numbers and types of items, not to mention the huge numbers of locations and chests when using map tracking.
13:45
Saying that it’s not something I “bothered to code up” is incorrect and a bit pejorative. It’s been brought up, I considered it, and I don’t think there’s a reasonable way to implement it that makes it more efficient (or even as efficient) as mouse input in the vast majority of use cases, ie while actually playing the game at some reasonable pace. (edited)
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MuffinJets 2020-11-25 13:56
The original purpose of it was for ALttP, and since it has autotracking it's significantly faster for it to happen automatically
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EmoSaru 2020-11-25 14:00
Autotracking is a whole other thing.
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Magus_Oscuro 2020-11-25 14:06
Sorry, I was projecting a bit of my development style onto you. In my case I was thinking about assigning hotkeys to dungeon prizes. That is one of the things that is apparently disallowed from auto tracking so I thought that using the number keys to cycle through crystal/red crystal/pendant/green pendant would be handy. I am not the steadiest mouse clicker, haha.
14:07
If not then I will look into writing an autohotkey script to translate key presses into mouse clicks. No biggie.
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MuffinJets 2020-11-25 14:08
To each their own
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Magus_Oscuro 2020-11-25 14:11
My ability to misclick is incredible. It's why I hate FPS games.
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Magus_Oscuro 2020-11-25 19:22
Welp, after spending a few hours with autohotkey I discovered that I can only get the tracker to accept only a right mouse click (left won't send), and only when the mouse is hovering over the window. What library was used to create the UI? I'm surprised that sending windows mouse down and mouse up events aren't working.
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EmoSaru 2020-11-25 19:42
It's fairly standard WPF, and uses the standard input event handling framework. I'm sorry that it's not working, but it's not something I intend to spend time on improving.
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Magus_Oscuro 2020-11-25 19:46
That's ok, I'm just surprised. Using Spy++ shows the window as not having any messages so I was confused.
19:47
I do most of my development professionally cross-platform so I am used to libraries like Qt, OS specific stuff beyond the old school Win32 API is black magic to me.
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Magus_Oscuro 2020-11-26 08:36
Thanks for telling me that it uses WPF, that helped a ton. I found a program that can interact with WPF elements in another application and can be scripted. Now if only my antivirus program didn't have such a grudge against AutoIT scripts haha.
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Magus_Oscuro 2020-11-26 08:55
I must be a masochist, because this sort of thing is fun for me.
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Dudude Dude 2020-11-30 16:12
I've been attempting to update my Z2R pack for a recent update made to its randomizer, but three new custom lua items I added are causing errors when loading a saved tracker state; and I'm not sure why since the scripting used for saving is the same as I use for custom lua items in my Z1R pack as well as one of the variants of my Z2R pack and both of those work fine. I did do some tests to confirm it's the new items causing the problem, just not sure why. Attached the relevant pack; relevant file should be scripts\doubleprogressive.lua
16:14
Also inspecting the save file does seem like it's saving the desired data, just get an error thrown when loading.
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EmoSaru 2020-11-30 16:27
Is this the first time you’ve had more than one custom item class defined in Lua? There was a fix made to the sdk zip and example code that would cause various issues in that case. Please verify that your code matches that first (edited)
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Dudude Dude 2020-11-30 16:34
Ah, I missed that. I'll have to make the necessary changes and test when I have the time, thank you. (edited)
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Dudude Dude 2020-11-30 17:20
Okay that worked to fix it, thank you very much.
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EmoSaru 2020-11-30 17:21
👍
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Pr0ski11zPlays 2020-12-14 11:14
How do I fix things being cut off. I'm using the MMR tracker by Rikkukun,Pink Switch and epicYoshi but some settings and tricks are being cut off. Any fixes?
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codemann8 2020-12-14 11:23
sound like a great question for #pack-support
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Pr0ski11zPlays 2020-12-14 11:40
Ok. Thanks.
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Pr0ski11zPlays 2020-12-15 12:39
Anyone know how to scale down pack ui. I need to scale down a map tracker but am really new to stuff like that. Any help?
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EmoSaru 2020-12-15 14:13
You will need to use the export override system to export an override for the correct layout file in the pack you’re using, then edit it to apply a scale. You can search the history here for examples of other people doing that.
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Pr0ski11zPlays 2020-12-15 18:05
I managed to get the settings tab at the bottem of the items to show everything but the "Tricks" list that shows up when you click the gear in the "Items" header can't be easily changed, because the text is in .png's not using a .json file. The png's are to small to edit. And the text still gets cut off. Any ideas? (edited)
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Capt Faulken 2020-12-15 18:06
does the faq say somewhere on how to import my own randomized game so i can track it directly? Sorry, I might be blind to it
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Capt Faulken
does the faq say somewhere on how to import my own randomized game so i can track it directly? Sorry, I might be blind to it
MikeTrethewey | Axiom Verge 2020-12-15 18:29
Which game and pack?
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Capt Faulken 2020-12-15 18:30
MM and im not sure
18:30
what do you mean by pack? ill see if i can find out]
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MeleeWizard 2020-12-15 18:40
Assuming I'm reading your question right, you don't load up the rom to EmoTracker directly. You load the pack for the game in question and track it that way.
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Capt Faulken
MM and im not sure
MikeTrethewey | Axiom Verge 2020-12-15 18:42
Not all packs in the system support auto-tracking. See if the pack entry in the Package Manager has a robot icon.
18:43
I don’t recall if N64 has auto-tracking yet.
18:43
@Fish ?
18:44
She’s streaming, naturally. Lol.
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MeleeWizard 2020-12-15 18:45
None of the OoT and MM packs have autotracker support, if that means anything.
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MikeTrethewey | Axiom Verge 2020-12-15 18:45
I’m on mobile helping feed my son, so, I can’t check.
18:47
@Capt Faulken Looks like it doesn’t support it at this time. Auto-tracking access as a concept is on a per-console basis, tightly-related to the Crowd Control interface. Currently: SNES is the most-popular supported console.
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Fish 2020-12-15 18:53
What's the question?
18:53
I think N64 has a different tracker that does autotracking
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TarThoron 2020-12-15 18:55
SNES and Gameboy(s) are the only ones with official support. Emo has said NES could theoretically be added with little difficulty, at least for Bizhawk. Anything 3D is not currently possible with EmoTracker.
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Fish
I think N64 has a different tracker that does autotracking
MikeTrethewey | Axiom Verge 2020-12-15 18:56
Orly? I’ll take a DM on that. (edited)
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Capt Faulken 2020-12-15 19:52
I have an html that trackers and updates newly available checks as I find currently available ones, but nothing with a map though
19:53
I didn't even realize some of the grottos existed until I started this randomizer ha
19:53
pillar grotto outside clocktown was a surprise ha
19:57
also thank y'all for the info, at least I know now
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Ólafur 2020-12-26 07:33
so i updated the hamsda tracker, and i don't like how small it is. How do I make it bigger again?
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Ólafur
so i updated the hamsda tracker, and i don't like how small it is. How do I make it bigger again?
Hamsda 2020-12-26 11:27
not sure what layout you are using, but its probably enough to override layouts\tracker.json and replace the tracker_top_map with another tracker_right_map
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Ólafur 2020-12-26 11:53
Got it, that's much better thanks!
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Hamsda 2020-12-26 11:55
yeah sadly what people want out of the layout very much depends on screen size and how much they value space for pins and whatever
11:55
but luckily emotracker is easily customizable
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SpatialParanoia(SPAY_SHUL) 2020-12-27 12:06
is there a way to remove the pinned locations menu? it makes the map really small
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MuffinJets 2020-12-27 12:41
There may be a way to remove it, but if map size is what you're going for you may want to go to the previous layout that Hamsda had before they updated it
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Hamsda 2020-12-27 13:25
I guess I'll just go back to right side map as default KEKW
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Darkened5ky 2020-12-27 13:33
If it counts hamsda, I quite like the new layout (edited)
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codemann8 2020-12-27 13:33
im not sure how that pack is organized, but typically I add max_width/max_height to certain elements so they cant grow beyond a certain amount, this is also helpful in supporting low/high res monitors as well
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Hamsda 2020-12-27 13:35
i am not imposing any of that on the users
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codemann8 2020-12-27 13:35
it sounds like "something" is already being imposed on the users
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Hamsda 2020-12-27 13:35
and i mean i made it pretty easy to override without me breaking them all the time in updates
13:35
not really, just have 2 default layouts
13:36
and apparently a lot of people don't like one of them
13:36
because it really depends on x:y of the tracker ¯\_(ツ)_/¯
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MegaNerd14 2021-01-13 12:02
i'm trying to put the GT entry and Ganon vulnerability settings into the broadcast view i have both the normal and keysanity broadcast json files open, what do i change?
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codemann8 2021-01-13 12:10
You'll have to look at what those 2 items are called (referenced in layouts/tracker.json) and add them to the itemgrid, I can't remember their names off the top of my head
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MegaNerd14 2021-01-13 12:27
tracker.json doesn't say anything about what items are on the grid
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Spleebie 2021-01-13 12:29
I think it's in items.json
12:30
or items/common.json
12:30
Yep there it is
12:30
so gt_crystals and ganon_crystals are the codes you need to add
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MegaNerd14 2021-01-13 17:24
where am i adding them?
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Spleebie 2021-01-14 08:49
to the broadcast layout files that you had open earlier
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MegaNerd14 2021-01-14 10:58
where in them i have no idea how they work
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Spleebie 2021-01-14 11:44
Look at them and compare it to how the broadcast layout looks. Try changing something, save the file and reload the tracker and see how it changed.
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MegaNerd14 2021-01-14 12:32
i tried expanding the rows to include them (and placing blank spaces in the other rows) and it broke
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Spleebie 2021-01-14 14:04
you probably missed a comma or something with the formatting, you can use a json validator online to check it (edited)
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MuffinJets 2021-01-14 14:15
VS Code is really helpful for that too
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MegaNerd14 2021-01-14 14:31
you're right i missed a bunch of commas
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blasteg 2021-01-14 14:34
Comma-n mistake
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MegaNerd14 2021-01-14 14:43
some adjusting later and now i'm done thanks
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Spleebie 2021-01-14 14:56
Congrats, you learned something 😄
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MegaNerd14 2021-01-14 15:29
i learned about the emotracker broadcast window yesterday and reconfigured OBS around it i wanted the GT entry and Ganon vulnerability trackers to show also some width re-adjustment so the normal tracker and the keysanity tracker are the same size this is way more professional looking than my original setup
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EmoSaru 2021-01-14 15:32
Your next step is to search around here for NDI and learn how to achieve the maximum level. 👍
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MegaNerd14 2021-01-14 15:32
what that an input display?
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codemann8 2021-01-14 15:36
that's unnecessary too. You can set up OBS sources to fit within a bounding box (in Transform settings). This is especially helpful when changing packs/games but using a different tracker, but on the same OBS scene, the contents of the tracker are scaled to fit within the area you specify
15:36
Edit: the "unnessesary" part was in reference to the making sure the layouts of keysanity and non are the same size (edited)
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PolychromeVirus 2021-01-14 16:01
NDI can be used to make the background transparent! i use it in my stream layout so that i dont have to deal with the contrast of the grey on my stream background
16:03
SPOILER
Image attachment
16:03
spoilered cause it's a screenshot and i dont wanna force you to look at it, but notice how the red shines through the bottles on hamsda's OOT pack? and you get around weird borders from chroma keying.
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MuffinJets 2021-01-14 16:23
NDI is the way to go It's a OBS/Streamlabs extension, automatic chroma keying
16:25
It looks super nice and is a one-click install (for Streamlabs at least)
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tess1tura 2021-01-14 16:36
Where can I download this from? 👀 I can only find one for OBS Studio... (edited)
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codemann8 2021-01-14 17:46
you need the plugin for OBS in addition to the base install from NewTek (edited)
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PolychromeVirus 2021-01-14 19:04
actually NDI doesn't chroma key i dont think! it sorta like... sends the raw information for the images (with opacity) over the network i believe? so it's not really being captured as much as... imported. feel free to correct me if im wrong on that
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codemann8 2021-01-14 20:35
NDI doesn't have anything to be able to chroma key, unless a specific pack uses a background color, in that case then you'd still need to chroma that out, or modify that pack's broadcast layout to remove it. In my pack, I have a semi-transparent background on mine so theres a bit of a backdrop when placing it on top of a background.
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PolychromeVirus 2021-01-14 21:09
if you were going to do that couldn't you just override it? would that be possible?
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EmoSaru 2021-01-14 21:34
Yes, in order to get a truly transparent capture via NDI, you would not set a background color in your broadcast layouts.
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XenoWars 2021-01-20 13:32
What would be the best way to go about learning lua so i can do entrance randomizer-esque stuff better on the Prime 2 tracker?
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EmoSaru 2021-01-20 13:32
For all those people who find it more convenient to bother you with their question rather than search it for themselves.
13:33
Snark aside, there are lots of readily available Lua resources on the net, and searching will give you good starting points.
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codemann8 2021-01-20 20:17
There's also that, and a bit of trial and error. Altho my pack has extensive usage of custom lua objects. Making my pack was my first exposure to Lua. I wouldn't be afraid of just diving in and trying stuff. Take a look at some other packs that use Lua and try mimicking it elsewhere.
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Dudude Dude 2021-01-20 20:41
Speaking from experience myself once you get over the initial hurdle to figure it out you can do a surprisingly large amount of things with it for a lot less effort than you'd initially expect. (edited)
20:45
Of course I also put together a largely equivalent version of my current palette-based map for Z1R prior to the implementation of custom Lua items, but it actually became simpler to implement after support for those was added. (edited)
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Akeem Kaleeb 2021-01-21 18:13
Does anyone know what override would allow me to put a map below my items in a vertical orientation as opposed to the side by side?
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Akeem Kaleeb
Does anyone know what override would allow me to put a map below my items in a vertical orientation as opposed to the side by side?
MikeTrethewey | Axiom Verge 2021-01-21 23:00
Which pack in particular?
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MikeTrethewey | Axiom Verge
Which pack in particular?
Akeem Kaleeb 2021-01-22 03:48
I don't know the exact name off of the top of my head, but it's the wind waker tracker. I think it's the only one available within the program
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Bakuryu 2021-01-26 07:28
hi, i'm trying to edit the metroid prime 1 package to get a more compact item layout, but im unable to figure out how i can test this package variant
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codemann8 2021-01-26 07:29
You override the files from inside EmoTracker and modify those resulting files in a text editor. Refresh the tracker and the changes will show.
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Bakuryu 2021-01-26 07:33
advanced - export overrides?
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codemann8 2021-01-26 07:33
yes
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Bakuryu 2021-01-26 07:33
thx
07:38
so are the files inside emotracker a different "instance" compared to the zip files in the package folder?
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codemann8 2021-01-26 07:40
Inside emotracker? I don't understand. The files you modify thru the override simply take precedence over the files from the original zip
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Bakuryu 2021-01-26 07:41
and is there a way to make an upgrade to the original zip file?
07:41
because this override to me seems like a local change
07:42
(i mean yeah, i will first test it with overrides)
07:46
or get in a completely new zip file
07:48
because i also want to make a golden sun the lost age item tracker
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Dorkmaster Flek 2021-01-26 07:48
Anything you have in the override folder that lines up with the folder/filename from the actual pack will basically replace what's in the pack ZIP when EmoTracker loads it. (edited)
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Bakuryu 2021-01-26 07:51
cant i just manually change the contents of the zip file or bring in a new zip file into the emotracker/packs folder?
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Dorkmaster Flek 2021-01-26 08:00
I mean you can, yes, but it will get overridden if there is an update to the pack and a new ZIP is downloaded.
08:00
The purpose of the overrides is to allow you to customize some things within reason while still getting new pack updates.
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Bakuryu 2021-01-26 08:03
my goal is to update the pack (if there is a way to be allowed to do it)
08:03
and to make a full new pack
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codemann8 2021-01-26 08:05
if you are planning to take over on development of the tracker, that would require discussion with the pack developer and then EmoSaru
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Bakuryu 2021-01-26 08:05
hm
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Dorkmaster Flek 2021-01-26 08:06
Yes that, although if you are just trying to turn it into a new pack for yourself you can just unzip the pack and rename the folder + change the manifest.json file so it treats it as a separate pack altogether.
08:06
If the goal is to take it over, you should discuss with the pack dev and EmoSaru however.
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Bakuryu 2021-01-26 08:06
but my emotracker doesnt feature it in its "installed" packages so i cant select anything
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codemann8 2021-01-26 08:06
it wont show up there
08:07
or wait, you have to mod the manifest file to have a unique package uid
08:08
you also have to restart the emotracker client when you make any uid/version number updates
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Bakuryu 2021-01-26 08:09
i changed all uid and name by adding "_test" to it in the manifest and the zip has a different name but after restarting its still not on it
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Dorkmaster Flek 2021-01-26 08:11
Try just unzipping it and renaming the folder itself. It should pick up folders as well and treat them the same (intended for dev purposes). (edited)
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Bakuryu 2021-01-26 08:14
you mean instead of having a zip with all the folders/files in it, just a regular folder with all the folders/files in it, then renaming that first folder?
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Dorkmaster Flek 2021-01-26 08:14
Yes
08:14
It should essentially treat a ZIP file or an unzipped folder the same way.
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Bakuryu 2021-01-26 08:17
ah thx it somehow works now, i might have changed something too much
08:18
i copied it again and only did small changes to the manifest
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Dorkmaster Flek 2021-01-26 08:18
Yeah that alone should get you a separate entry for the package when you restart the program, then you can go from there and modify it further.
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codemann8 2021-01-26 08:20
and even better, if you run emotracker.exe with the -dev flag, it'll read packs/saves/overrides from a /dev folder too, which is nice it keeps things separate from your other "live"packs
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Bakuryu 2021-01-26 08:20
ok for metroid prime i probably just make overrides so i dont complicate things for now
08:21
and then make the golden sun one
08:21
thanks
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codemann8
and even better, if you run emotracker.exe with the -dev flag, it'll read packs/saves/overrides from a /dev folder too, which is nice it keeps things separate from your other "live"packs
Dorkmaster Flek 2021-01-26 08:22
Also useful, I did not know that. skaiEyes
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Bakuryu 2021-01-26 08:26
emotrackers found my new package, but the gamename is only "others"
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codemann8 2021-01-26 08:27
that happens when you change the name of the game in which emotracker doesn't recognize
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Bakuryu 2021-01-26 08:27
yeah thought so
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Sora-MMK 2021-01-30 19:33
Hey, is it possible to make more than one "capture_item" in one item spot? It may be possible that you can see up to 3 items that you cannot reach for the time being and it would then be practical to be able to display all 3 items.
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Sora-MMK
Hey, is it possible to make more than one "capture_item" in one item spot? It may be possible that you can see up to 3 items that you cannot reach for the time being and it would then be practical to be able to display all 3 items.
MikeTrethewey | Axiom Verge 2021-01-30 19:46
You may need to make the entry for that location have three sections and have each one have a capture_item.
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Sora-MMK 2021-01-30 19:47
That would of course be a solution, just not that nice. But yes, I could do that first, thanks
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XenoWars 2021-01-30 20:02
if they have the same requirements, set "capture_item": to 3 @Sora-MMK
20:03
and you only need one section
20:04
that also assumes the player will always get all 3, and not 1 or 2 (edited)
20:05
otherwise you can do how Mike suggested if you want them to be able to mark separately but still on one item spot (if you mean the square pins)
20:06
i believe the LttP and SM trackers have examples of it
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XenoWars
if they have the same requirements, set "capture_item": to 3 @Sora-MMK
MikeTrethewey | Axiom Verge 2021-01-30 20:28
Can capture_item be an int or a bool?
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Sora-MMK 2021-01-30 20:32
No they have to be marked separately. I tried the way Mike sayed and it works better then i expected
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XenoWars 2021-01-30 20:33
Im not sure if you can have it as a bool, but you can use int. Excluding capture_item completely allows you to call that section's logic as a requirement in access_rules for another item with @[the check name] (not actually sure it needs excluded but you can tell the difference this way) (edited)
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XenoWars
if they have the same requirements, set "capture_item": to 3 @Sora-MMK
Sora-MMK 2021-01-30 20:36
this seems not to work. i still have only 1 item i could choose as an item. But Mikes way is enough for the tracker. Thank you both
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XenoWars 2021-01-30 20:44
oh my bad. It'sitem_count,not capture_item
20:44
just checked
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Sora-MMK 2021-01-30 20:44
yeah but item_count is not what i was searching
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XenoWars 2021-01-30 20:44
the part about excluding capture_item is still true though
20:49
but yeah, Mike's way is what you wanted. The item count method would make it look like this
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Sora-MMK 2021-01-30 20:50
Yeah it looks like this now. it would be cooler if they would be next to each other, but it will be okay
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MikeTrethewey | Axiom Verge 2021-01-30 20:50
Ooh. Shop tracker.
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Sora-MMK 2021-01-30 20:50
it looks nice here tho
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XenoWars 2021-01-30 20:51
pinned always tends to look better imo
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Sora-MMK 2021-01-30 21:04
Where do i find the json for this options to add another toggle?
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MikeTrethewey | Axiom Verge 2021-01-30 21:05
I believe it’s settings or in the inventory file.
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Sora-MMK 2021-01-30 21:06
its not settings (i think). let me quickly search the other
21:07
ok its in the tracker.json. Thank you
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Sora-MMK 2021-01-30 21:17
or maybe not? I can change the text, but i cant add another toggle.
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