pates Posted May 7, 2021 Share Posted May 7, 2021 Hi, I have good idea. This isn't needed, but it's useful. Can you create the mod, wchich will send all of the game text to clipboard? Quote Link to comment Share on other sites More sharing options...
shahzab Posted May 7, 2021 Share Posted May 7, 2021 @pates, no, the rpg maker xp engin has limits, limits witch would not allow clipboard text to be spoken out, how we need to do this is to take it step by step and see what can and can not be done, just forcing progress is not going to do us any good in the longrun Quote Link to comment Share on other sites More sharing options...
keign Posted May 7, 2021 Share Posted May 7, 2021 Hello. First and foremost, thank you for this mod. I'm struggling to make it work. I can get to the destination list with no problems, but it isn't reading out the directions list for me. I'm not sure what's going on. I put the files in the data/mods folder. Quote Link to comment Share on other sites More sharing options...
Malta10 Posted May 7, 2021 Share Posted May 7, 2021 (edited) On 5/6/2021 at 5:19 PM, Gamulation said: I can find the poke center, that works, but I am stuck now, can't progress. I am in the place after you get your starter. I think I need to find the factory. Are the other options working in the mod? While the mod can direct you to points of intrest, it is missing a feature to guide someone to the events of the main story. 6 hours ago, keign said: I can get to the destination list with no problems, but it isn't reading out the directions list for me. Is this a problem with your Text-to-Speech software? As for the pathfinding mod, there is no sound output. Or are you talking about the distance gauge mod? Edited May 7, 2021 by Malta10 Quote Link to comment Share on other sites More sharing options...
keign Posted May 7, 2021 Share Posted May 7, 2021 That was my bad. I assumed the mp3 files went to the path finder when they were for the other mod. Quote Link to comment Share on other sites More sharing options...
Seb2314 Posted May 7, 2021 Share Posted May 7, 2021 @keign you need to use OCR to read the directions. Personally I prefer this way as opposed to having a voice read out the coordinates, since I can easily copy/paste the results OCR gives me to a notepad and go from there rather than keeping on scanning for the same location. Quote Link to comment Share on other sites More sharing options...
keign Posted May 7, 2021 Share Posted May 7, 2021 Yeah it's no problem. I just assumed I was using the mod wrong before you told me otherwise. Quote Link to comment Share on other sites More sharing options...
pates Posted May 8, 2021 Share Posted May 8, 2021 The rpgmaker can use sapi5? Quote Link to comment Share on other sites More sharing options...
keign Posted May 8, 2021 Share Posted May 8, 2021 How difficult would it be to bind a key to each category healing, merchant, events, etc? It's not a need by any means, but would save me a few seconds each time. If it isn't doable, or isn't popular with others, it's no big deal. Quote Link to comment Share on other sites More sharing options...
Gamulation Posted May 8, 2021 Author Share Posted May 8, 2021 Wow! Every time I go to sleep this topic explodes. It's amazing to see so much activity in a topic that I thought was gonna dissapere in 2 days. Seems I was wrong. Quote Link to comment Share on other sites More sharing options...
Malta10 Posted May 8, 2021 Share Posted May 8, 2021 2 hours ago, keign said: How difficult would it be to bind a key to each category healing, merchant, events, etc? I would need to read more about the key bindings, theoretically it is possible. I also thought about key combinations like: press STRG for the menu and STRG + y would be the healing spots. But like I said, I need to do some research. As for additionally features, I had planed the following: 1. Reselect the last found event. 2. Optimize the efficiency of the pathfinding algortihm. 3. Better key-binding. Sadly I dont have much time in the near future, so an update or patch will take quite some time. 1 Quote Link to comment Share on other sites More sharing options...
pika-san Posted May 8, 2021 Share Posted May 8, 2021 Hello all, nice to see an accessibility feature for this game! Where should i place the accessibility pack mod? Quote Link to comment Share on other sites More sharing options...
Malta10 Posted May 8, 2021 Share Posted May 8, 2021 25 minutes ago, pika-san said: Hello all, nice to see an accessibility feature for this game! Where should i place the accessibility pack mod? Extract the files in the reborn/data/mod folder. If you have no prior mods, you have to create the mods folder within the data folder. Quote Link to comment Share on other sites More sharing options...
keign Posted May 8, 2021 Share Posted May 8, 2021 6 hours ago, Malta10 said: I would need to read more about the key bindings, theoretically it is possible. I also thought about key combinations like: press STRG for the menu and STRG + y would be the healing spots. But like I said, I need to do some research. As for additionally features, I had planed the following: 1. Reselect the last found event. 2. Optimize the efficiency of the pathfinding algortihm. 3. Better key-binding. Sadly I dont have much time in the near future, so an update or patch will take quite some time. No rush. I'm not expecting a quick fix. I appreciate your willingness to do this at all. Quote Link to comment Share on other sites More sharing options...
pika-san Posted May 8, 2021 Share Posted May 8, 2021 Well the path finder seems to work, but the mp3 files are not played. What's wrong? Quote Link to comment Share on other sites More sharing options...
Malta10 Posted May 8, 2021 Share Posted May 8, 2021 1 hour ago, pika-san said: Well the path finder seems to work, but the mp3 files are not played. What's wrong? I guess I should add this to the readme.txt. Only the distance gauge mod by demICE has a voice output. My pathfinder mod doesn't have such an feature. Quote Link to comment Share on other sites More sharing options...
pika-san Posted May 8, 2021 Share Posted May 8, 2021 (edited) It should be placed elsewhere i guess... Am i the only one stuck after the first battle with the rival? Edit, Try to place the mp3 files in audio/se, maybe that'll work... Still stuck after the rival battle. Edited May 9, 2021 by pika-san Quote Link to comment Share on other sites More sharing options...
pika-san Posted May 11, 2021 Share Posted May 11, 2021 Ok, first of all, sorry for double posting, but here are some things: Place the mp3s in audio/se, and malta10's mod in mods/data folder. In the game, the whole script completely lose its focus when you lose your first rival battle, i wonder why this happens (or maybe it's a glitch). You can decrease the bgm volume, i don't know how i've done it, the OCR is tricky in the options menu. I hope this helps. Quote Link to comment Share on other sites More sharing options...
Gamulation Posted May 12, 2021 Author Share Posted May 12, 2021 It's two down when you go into the options menu. If I'm not mistaken. Could also be three. Quote Link to comment Share on other sites More sharing options...
pika-san Posted May 12, 2021 Share Posted May 12, 2021 I think if you press three times, you get to the sfx option, so it's one or two. The first thing is spead text, but i don't know if that affects the script. Quote Link to comment Share on other sites More sharing options...
Malta10 Posted May 15, 2021 Share Posted May 15, 2021 On 5/11/2021 at 11:59 PM, pika-san said: Place the mp3s in audio/se, and malta10's mod in mods/data folder. In the game, the whole script completely lose its focus when you lose your first rival battle, i wonder why this happens (or maybe it's a glitch). I'm not sure if it would still work or how I manage a different placement with the audio files, as it originated from @DemICE. But if he can figure it out or modify his original mod I will be more than happy to add it to the mod pack. What do you mean with "lose its focus"? On 5/9/2021 at 1:13 AM, pika-san said: Still stuck after the rival battle I guess next story event is the reading of the note on the gym door on the east side in lower peridot ward. And after that a battle in front of the mosswater factory on the south side of the peridot ward It would probably be nice to have a guidance to the next story event, but I can't find the time to program or finding an approach for a pathfinding on global scale. Quote Link to comment Share on other sites More sharing options...
pika-san Posted May 17, 2021 Share Posted May 17, 2021 Well, i couldn't move when losing the first rival battle, is there a glitch somewhere? Quote Link to comment Share on other sites More sharing options...
sebi2202 Posted May 21, 2021 Share Posted May 21, 2021 hi, is it possible to make the mod speak the menues and the in game text? I want to play the game without the OCR. greetings Quote Link to comment Share on other sites More sharing options...
Gamulation Posted May 21, 2021 Author Share Posted May 21, 2021 I don't think that's possible. OCR can give you some great resolts though. Quote Link to comment Share on other sites More sharing options...
Tensoon the Kandra Posted May 22, 2021 Share Posted May 22, 2021 Hello again. I did some proper testing today and I can provide the following feedback: The only way for us to properly navigate as things are now is to make a list of all the teleport points and explore each of them one by one identifying them by their coordinates. Identifying them by any other means such as their place on the list is pointless as the list and list order constantly changes. This method has a lot of drawbacks though. Everyone says they are stuck after the rival battle. Using the 100% episode 17 guide in addition to simply going to each teleport point in Eastern part of the ward I identified the different spots as follows: Lower Peridot Ward (32; 11) Inkay info house Lower Peridot Ward (12; 15) (Seacrest's house (Garden Lower Peridot Ward (33; 46) No route Lower Peridot Ward (52; 11) Eviction house, nothing here. opal Ward (75; 11) South Peridot Alley (54; 7) Easy to find from eviction house Lower Peridot Ward (38; 54) Battle and lake/pool access. Peridot Ward (29; 6) route to North part of ward Lower Peridot Ward (20; 31) Name rater Lower Peridot Ward (33; 50) Pokesnacks house Lower Peridot Ward (33; 44) No route Lower Peridot Ward (19; 44) Old Rod house Peridot Pokemon Center (35; 33) Lower Peridot Ward (42; 24) TV and Ally Switch Info house, nothing here. Lower Peridot Ward (68; 9) Kricketot house Lower Peridot Ward (57; 52) No route Lower Peridot Ward (66; 78) Entrance to (Seacrest's (Garden only accessible via Seacrest's house I might have missed one or two places due to the options constantly changing due to the limited scanner. As you may have noticed, the gym is not on the list of places even though its the next story objective. The reason being, I suspect, is because there is no route to the gym's teleport tile as it is currently locked until you read the notice on the door and then do the necessary stuff in the northern part of the ward. I have no idea how to locate the gym, by using the guide I can make an educated guess of where it should be located, but I have no reliable way of getting there. I would have just done the same thing with clickable events until I found the sign but the range on that is much smaller and I would have to be close to the gym before the scanner will pick up the clickable sign. I have the following suggestions: 1) Add a "current coordinates" hotkey we can press to immediately show us where we are, that way we can still get close to places that has no route to see if there are clickable events nearby. 2) Extend the range of the clickable event scanner. Perhaps just double it in size. I don't know if there is a reason for the limited range besides the time used to scan, if so matter will have to stay as is. 3) There is also currently no way of knowing when you are in an area where you can encounter wild pokemon, being able to locate those would be helpful, same goes for fishing spots. If I was not using a walkthrough I would never have been able to find the fishing spot. Could not manage to catch any pokemon anyway though, I always just got "not even a nibble," not sure if I was doing something wrong, it has been a while since I have played a pokemon game. A "re-select previous destination" hotkey is what I want most though. Alternatively an auto walk function or something would be nice. I kept having to re-opoen the menu and count exactly how many times down I go to re-select the same place, however, because the list constantly changes it made for a very frustrating experience where I kept accidentally navigating back to places I have already been before noticing I misclicked and had to start over. 4) Since we essentially have to use coordinates to identify events and places it would also be helpful if they arranged themselves in a logical order determined by the coordinates such as ascending order based on Y-axis for example. That would make keeping track of different options popping in and out a lot easier. I kept pasting the options in a notepad, but I am still not sure I found all the teleport tiles in the area. I am experiencing some difficulty with other things that are a bit beyond the scope of this navigation mod, just in case anyone has any suggestions or perhaps know which options I have to change to make the experience a bit more pleasant. 1) I have no means of checking the enemy's HP as they only have a bar and not a number OCR can read... THis may make catching pokemon difficult later on. 2) In battle the moves pokemon use moves so quickly I can't see what was actually done. Is there a way to make battle slower so that the messages don't auto scroll? 3) My OCR does not work well with pokemon moves, I suspect that there is too much colour or something on the GUI, if I catch new pokemon it takes a while before I know which option is which and if I don't play for a while I have to relearn the order again. Any way to make OCR more accurate for that? I already deleted the fonts in the fonts folder to raise accuracy. 4) My OCR does not work with GameZ at all, it only works when I run the game.exe. I would like it to work with gameZ as it is much smoother and clearly runs better and faster. With my limited vision I have left I can tell the game's visuals do appear, but for some reason OCR does not see it at all. Anyone else experiencing the same? Thanks again for taking the time to make this mod. 1 Quote Link to comment Share on other sites More sharing options...
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