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DemICE

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Everything posted by DemICE

  1. the answer is obviously a perfect IV shiny mon.
  2. you'd be better off getting aironfaar's debug menu mod and generate all those pokemon exactly the way they were...
  3. honestly? remove all fonts from the Fonts folder. the absense of fonts causes the text to be like Arial, which i can see being more compatible with OCR
  4. maybe it depends on the pokemon, and how the stats are portrayed for each of them. is it possible to screenshot an example of a readable stat screen and an example of a non-readable one and paste em here?
  5. is the issue in the actual stats screen or in the IVs/EVs screen? also what do you hear when for example the OCR tries to read a pokemon's attack, defense stat etc?
  6. Well i wonder if removing the fonts might actually do the trick, since for some people who don't install the fonts, it appears as Arial. go to the fonts folder of the game, make a new one and shove the 4 fonts files in that folder to make them stop working. then tell me if the program has an easier time reading text ingame
  7. @Seb2314 I'm glad to hear this is doing the job in practice. You can change the fast forward key from the pause menu and selecting the controls, although gamulation has implied that the text reading program can't read any text in the game... and this could include the pause menu. is this true? @Gamulation If its at a time where i don't sleep, i'll definitely want to join that stream. Watching you play will help me figure out a priority of things that would need a mod to improve the game experience. @Malta10 I think discord's dm's are a comfier way. DM DemICE#1752 if you can. @Amethyst Yeah i too am glad to see how this is growing to be something bigger, and with meaningful results too. I can see this having potential to attract many people from a previously uncommon demographic in reborn.
  8. @Gamulation Improved the mod to a level that i can deem satisfactory. Up to 50 steps distance, unique recordings will play, which will sound more natural, and take a shorter time to execute. Over 50 steps distance, a multiple of 10 of the first digit has replaced the first recording, so instead of hearing "five two steps" you will now year "fifty two steps". Over 99 steps you will hear "over 99 steps." The only place i can imagine this to be of any use is a desert section you probably haven't reached yet. I discovered i can reduce the delay between each recording by less than 1 second, so the whole process will execute faster. Like always, the package with the mod and the recordings is uploaded below, and should be installed the same way as before. You will be asked to replace some recordings with newer versions of themselves. Accept that. Looking forward for impressions or any issues from this one. Distance Gauge.rar
  9. This is fine, before i tried this out, i didn't even know how to determine that a certain tile has an event on it or not, so this was certainly a learning experience for me too. The main issues i see with this whole idea is that there would be need for a code that scans a x amount of tiles around the player, and then determine whether one of them is an event that is a warp to a pokemon center. then this would have to be done for every "point of interest" if this was a regular pokemon game i could see it being feasible, but reborn's maps are quite complicated, with quite more points of interest, considering some things you get out of them can help progressing through the battles a lot. After that, the pathfinnding part of the function should take effect, and generate and announce the proper directions for every single one of those points of interest.
  10. sure, when you check it tell me what voice you prefer so i can do the rest recordings in that voice.
  11. i googled microsoft sapu but i only found results about mouses... the text to speech converter i've been using is this http://www.fromtexttospeech.com/ can you check it and tell me which voice do you prefer? so far i went with Alice, which is the default choice, but there are 4 other options.
  12. @GamulationUnfortunately this pathfinding idea sounds quite complicated for me. At least right now I can't think of a way to even start making that. Maybe I will find a way later but definitely it isn't gonna take a short time. For now though, i revamped the mod, and instead of text, It creates text to speech recordings i made that verbally say what was written in text before. Sadly for now numbers over two digits will be said by mentioning each digit separately instead of saying the actual number, but until i implement more recordings for at least 50 steps ahead (probably tomorrow), I hope this will work for now. This time the file i'm sending is a .rar, containing the mod, which you should extract in the Mods folder as usual, and the recording audio files, which you should extract in \Audio\SE. Distance Gauge.rar
  13. @Gamulation Hello, I may not have enough coding skills to create an object sound depending on distance feature, but I made a mod that will allow you to know by text (I bank on your text reading program to read it correctly) how many steps in any direction there is an obstacle. If the obstacle happens to be an event, like an NPC, item, cut tree, or another interactable object, it will say that it is an Event instead of an Obstacle. How to use this mod: With the Alt key pressed, click on any direction. Instead of moving, a text will appear saying how many steps in that direction there is an obstacle or event. How to install the mod in the game: Create a folder inside the Data folder of the game, and name it Mods. Then dump the mod file into the Mods folder. The mod file is attached in this post. If you need help with anything or have a suggestion regarding this mod that is within my capabilities, let me know. If you are satisfied with it, also let me know, so that I make a proper Thread with this mod in the mod section for other people to use it if they need it. Dem - Distance Gauge.rb
  14. #newyearnewme try to start 2021 with a positive vibe, starting by feeling good about yourself
  15. I don't know if you feel that way because of peer pressure, but v13 isn't actually taking this long for what it is expected to have. I hope this probably subjective hopefully objective impression helps you be more relaxed during these days :D Merry Christmas!
  16. Relax jan, We wouldn't feel like we need compensation for a game we get for free anyways! The important thing is that both the maker and the players have fun in this whole endeavor, so curbing the development of the game in a way that ensures that, would benefit both sides. I for one didn't feel an inkling of remorse when i said that i wouldn't start working on next Urmumium version till after next year xD
  17. maybe it'll be used for that poisonous forest
  18. I didn't really do any other changes. If I did, i would have written them there. I didn't want to spend too much time on this because Rejuv is expected to have its own official MKXP version, coming v13, with probably more improvements than i would hope to include. If i have time before i leave for vacation, i might look into the Apple thing.
  19. Urmumium nuzlocke when? actually no don't try to nuzlocke urmumium. its suicide.
  20. I've played about half of that list, but i didn't even know the other half existed, so thanks for the heads-up Also yay, i downloaded without problems now!
  21. Half of me wants to click. But i'm good at restraining myself. I'd rather not spoil myself and experience it through playing.
  22. thats a very good question. i used the reborn mkxp as a base for the port, and that one comes in 3 versions, windows, linux and apple. i used the windows version since the friend that won the bet (and me) had windows, so while i can say that it surely runs on windows, i cannot be sure to tell you if it will or won't run for Mac. maybe it will with some issues, or not at all. However this does sound like an incentive to see how easy it is to make MKXP ports for linux and Mac too.
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