SomeGuyWhoLovesCoding / Zenith-FNF-Public

This FNF was originally going to be a zenith-midi clone that'll only render a fnf song with the visual chart to video.
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Question #2

Closed cyklusiguess closed 5 months ago

cyklusiguess commented 5 months ago

Will you make it compatible with Linux someday? (I didn't even compile it yet but I still want to know.)

cyklusiguess commented 5 months ago

Also, "source/zenith/objects/ui/Note.hx:87: characters 57-67 : flixel.graphics.tile.FlxGraphicsShader has no field setCamSize"

cyklusiguess commented 5 months ago

[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]

JordanSantiagoYT commented 5 months ago

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

JordanSantiagoYT commented 5 months ago

especially cause i just now figured out i have to compile the chart converter 😭

JordanSantiagoYT commented 5 months ago

image and it still doesn't work 😭

JordanSantiagoYT commented 5 months ago

nvm i figured it out, to get it running I had to just do "ChartConverter (path to psych json, path to save json)

SomeGuyWhoLovesCoding commented 5 months ago

especially cause i just now figured out i have to compile the chart converter 😭

That's weird LOL

image and it still doesn't work 😭

Oh, that's the old code. Try to compile the "chart_converter" from the source code.

JordanSantiagoYT commented 5 months ago

especially cause i just now figured out i have to compile the chart converter 😭

That's weird LOL

image and it still doesn't work 😭

Oh, that's the old code. Try to compile the "chart_converter" from the source code.

yeah i figured it out apologies 😭

SomeGuyWhoLovesCoding commented 5 months ago

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?

JordanSantiagoYT commented 5 months ago

I didn't try to convert the 10 million chart LOL

SomeGuyWhoLovesCoding commented 5 months ago

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!

JordanSantiagoYT commented 5 months ago

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 😭

SomeGuyWhoLovesCoding commented 5 months ago

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.

SomeGuyWhoLovesCoding commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

I'll try converting another chart.

SomeGuyWhoLovesCoding commented 5 months ago

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 😭

Why don't you send the error log and I can see

JordanSantiagoYT commented 5 months ago

wait the engine makes error logs?

SomeGuyWhoLovesCoding commented 5 months ago

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 😭

Why don't you send the error log and I can see

Then I'll figure out what the problem is.

SomeGuyWhoLovesCoding commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

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

SomeGuyWhoLovesCoding commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

Oh

I don't see an error log when it crashes

SomeGuyWhoLovesCoding commented 5 months ago

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

JordanSantiagoYT commented 5 months ago

i think the documentary should be updated to say that you need to use the Codename flixel fork

SomeGuyWhoLovesCoding commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

image Alright, so this time I used the codename flixel fork and

unless i gitted the wrong one image

JordanSantiagoYT commented 5 months ago

Anyways this time I'm compiling the engine in debug mode

SomeGuyWhoLovesCoding commented 5 months ago

image 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

SomeGuyWhoLovesCoding commented 5 months ago

image 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:

JordanSantiagoYT commented 5 months ago

Compiling

SomeGuyWhoLovesCoding commented 5 months ago

Compiling

I know, I saw

JordanSantiagoYT commented 5 months ago

ok so thanks to debug mode I figured out that it's a keybind thing that's crashing it

SomeGuyWhoLovesCoding commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

I'm using the latest commit.

JordanSantiagoYT commented 5 months ago

Yeah i figured it out

SomeGuyWhoLovesCoding commented 5 months ago

I'm using the latest commit.

Proof?

JordanSantiagoYT commented 5 months ago

https://github.com/SomeGuyWhoLovesCoding/Zenith-FNF-Public/assets/61796448/1cb3f090-27e7-4794-9dac-683e84ffa978

JordanSantiagoYT commented 5 months ago

I also figured out that when you save "savedata.sav", it saves as an empty file. I just fixed that and it works now

SomeGuyWhoLovesCoding commented 5 months ago

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.

SomeGuyWhoLovesCoding commented 5 months ago

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.

SomeGuyWhoLovesCoding commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

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.

JordanSantiagoYT commented 5 months ago

image Oh and I also found a Soundbreaker crash

SomeGuyWhoLovesCoding commented 5 months ago

image Oh and I also found a Soundbreaker crash

What soundbreaker? LMAO

JordanSantiagoYT commented 5 months ago

Gonna try adding a (note != null) check

SomeGuyWhoLovesCoding commented 5 months ago

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

JordanSantiagoYT commented 5 months ago

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

SomeGuyWhoLovesCoding commented 5 months ago

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

JordanSantiagoYT commented 5 months ago

the value is called "botPlay" lol

SomeGuyWhoLovesCoding commented 5 months ago

the value is called "botPlay" lol

LMAO I get it because the engine doesn't have a botplay gameplay option implemented yet.