Closed cyklusiguess closed 7 months ago
Also, "source/zenith/objects/ui/Note.hx:87: characters 57-67 : flixel.graphics.tile.FlxGraphicsShader has no field setCamSize"
[cyklus@ihavenofuckingidea Zenith-FNF-Public-main]$ haxelib list emitter: [git] flixel-addons: [3.2.2] flixel-ui: [2.6.0] flixel: [5.6.2] lime: [8.1.2] openfl: [9.3.3]
Also, "source/zenith/objects/ui/Note.hx:87: characters 57-67 : flixel.graphics.tile.FlxGraphicsShader has no field setCamSize"
for me just opening the note hx and removing the shader-related lines worked
I think this engine should have a fallback method to detect if the chart's a Psych chart, cause I kinda do not like the idea of having to convert my JSON to the Zenith FNF format
especially cause i just now figured out i have to compile the chart converter ðŸ˜
and it still doesn't work ðŸ˜
nvm i figured it out, to get it running I had to just do "ChartConverter (path to psych json, path to save json)
especially cause i just now figured out i have to compile the chart converter ðŸ˜
That's weird LOL
and it still doesn't work ðŸ˜
Oh, that's the old code. Try to compile the "chart_converter" from the source code.
especially cause i just now figured out i have to compile the chart converter ðŸ˜
That's weird LOL
and it still doesn't work ðŸ˜
Oh, that's the old code. Try to compile the "chart_converter" from the source code.
yeah i figured it out apologies ðŸ˜
nvm i figured it out, to get it running I had to just do "ChartConverter (path to psych json, path to save json)
Yep, I did revamp the chart converter code. Plus I wouldn't recommend trying to covert a 10 million note chart since it would simply take up ummmmm idk like 20gb?
I didn't try to convert the 10 million chart LOL
I didn't try to convert the 10 million chart LOL
Well try and see if it works or not - update the source code to see what's new! I did fix a couple things aswell!
I compiled the source code and the converter does work!
however when i tried the actual chart it crashed after the first second; Probably because it couldnt find a voices file
New update: adding the voices file didn't work ðŸ˜
I didn't try to convert the 10 million chart LOL
Well try and see if it works or not - update the source code to see what's new! I did fix a couple things aswell!
Because: I simply revamped the chart format, which now only requires you to load the chart (as long as it's sorted because sorting the chart data would take longer to do if the chart is unsorted.
I didn't try to convert the 10 million chart LOL
Well try and see if it works or not - update the source code to see what's new! I did fix a couple things aswell!
Because: I simply revamped the chart format, which now only requires you to load the chart (as long as it's sorted because sorting the chart data would take longer to do if the chart is unsorted.
I also made it so that you can press notes from a player strumline.
I'll try converting another chart.
I compiled the source code and the converter does work!
however when i tried the actual chart it crashed after the first second; Probably because it couldnt find a voices file
New update: adding the voices file didn't work ðŸ˜
Why don't you send the error log and I can see
wait the engine makes error logs?
I compiled the source code and the converter does work! however when i tried the actual chart it crashed after the first second; Probably because it couldnt find a voices file New update: adding the voices file didn't work ðŸ˜
Why don't you send the error log and I can see
Then I'll figure out what the problem is.
Also, "source/zenith/objects/ui/Note.hx:87: characters 57-67 : flixel.graphics.tile.FlxGraphicsShader has no field setCamSize"
for me just opening the note hx and removing the shader-related lines worked
I think this engine should have a fallback method to detect if the chart's a Psych chart, cause I kinda do not like the idea of having to convert my JSON to the Zenith FNF format
You have to use codename engine's flixel fork. Look at the readme and follow the instructions on it.
Also, "source/zenith/objects/ui/Note.hx:87: characters 57-67 : flixel.graphics.tile.FlxGraphicsShader has no field setCamSize"
for me just opening the note hx and removing the shader-related lines worked I think this engine should have a fallback method to detect if the chart's a Psych chart, cause I kinda do not like the idea of having to convert my JSON to the Zenith FNF format
You have to use codename engine's flixel fork. Look at the readme and follow the instructions on it.
oh that could also be the issue
wait the engine makes error logs?
Unfortunately, no. But, I'm planning to make a crash screen that'll transition to the crash screen state like from super engine. However, you can send the screenshot of the error log.
Oh
I don't see an error log when it crashes
Oh
I don't see an error log when it crashes
Compile on debug and screenshot the whole task manager that is runningbplay_song.bat
i think the documentary should be updated to say that you need to use the Codename flixel fork
i think the documentary should be updated to say that you need to use the Codename flixel fork
I AM using the codename engine flixel fork. You know why? Because it fixes the broken offsets when rotating animated sparrow atlas flxsprites and kind of reduces cpu usage due to how different the flxsprite draw calling is from base flixel.
Alright, so this time I used the codename flixel fork and
unless i gitted the wrong one
Anyways this time I'm compiling the engine in debug mode
Alright, so this time I used the codename flixel fork and
Remove previous flixel git you have and do haxelib git flixel https://github.com/FNF-CNE-Devs/flixel.git
Alright, so this time I used the codename flixel fork and
Remove previous flixel git you have and do
haxelib git flixel https://github.com/FNF-CNE-Devs/flixel.git
Github mobile message be like:
Compiling
Compiling
I know, I saw
ok so thanks to debug mode I figured out that it's a keybind thing that's crashing it
ok so thanks to debug mode I figured out that it's a keybind thing that's crashing it
I also patched that. Please update your source code folder. Those were unfinished commits.
I'm using the latest commit.
Yeah i figured it out
I'm using the latest commit.
Proof?
I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now
I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now
Yeah, that's the whole point of the engine's save system.
I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now
Yeah, that's the whole point of the engine's save system.
But how did that crash the game though??? The default save is automatically initialized.
I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now
Yeah, that's the whole point of the engine's save system.
But how did that crash the game though??? The default save is automatically initialized.
Like I said in the latest teaser, I'm gonna make the save file encrypted.
I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now
Yeah, that's the whole point of the engine's save system.
But how did that crash the game though??? The default save is automatically initialized.
As i said, savedata.sav is saved as an empty file, so there's also no keybinds automatically configured. As a result pressing any key that would do anything in the actual engine crashes the game.
Oh and I also found a Soundbreaker crash
Oh and I also found a Soundbreaker crash
What soundbreaker? LMAO
Gonna try adding a (note != null) check
I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now
Yeah, that's the whole point of the engine's save system.
But how did that crash the game though??? The default save is automatically initialized.
As i said, savedata.sav is saved as an empty file, so there's also no keybinds automatically configured. As a result pressing any key that would do anything in the actual engine crashes the game.
Gonna try adding a (note != null) check
Don't I'll patch that issue LOL
I also decided to add another value to the save data that changes whether or not the game will be automatically played. Render Mode technically does that for you, but uhhhhhhhhhhhhhhhh i have no excuse for that
I also decided to add another value to the save data that changes whether or not the game will be automatically played. Render Mode technically does that for you, but uhhhhhhhhhhhhhhhh i have no excuse for that
What is it called? I don't know what you mean by that LOL
the value is called "botPlay" lol
the value is called "botPlay" lol
LMAO I get it because the engine doesn't have a botplay gameplay option implemented yet.
Will you make it compatible with Linux someday? (I didn't even compile it yet but I still want to know.)