Fateborn Posted July 9, 2014 Share Posted July 9, 2014 That's fine, take your time. While you're here, why don't the character's palettes change too? They're all generic palette with expectation of vanessa, tana, cormag and that other stupid horsebird's mount color. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 9, 2014 Author Share Posted July 9, 2014 because fe8 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 9, 2014 Share Posted July 9, 2014 For FE7 I compiled a massive doc regarding palettes and we might implement that at some point in the future. Quote Link to comment Share on other sites More sharing options...
RisinDevil Posted July 9, 2014 Share Posted July 9, 2014 That's fine, take your time. While you're here, why don't the character's palettes change too? They're all generic palette with expectation of vanessa, tana, cormag and that other stupid horsebird's mount color. Because FE8 ... lol just messing. But because unlike FE7 that just associates each character with the palette. FE8 associates the characters palette with the classes the characters are originally. Quote Link to comment Share on other sites More sharing options...
Omegaman Posted July 9, 2014 Share Posted July 9, 2014 (edited) I'm having another small problem that I'd like to report. The -noaxes and -nobugs flags only are messed up. After I add them in any of the games, when I type 'apply' or 'close', it says "Incorrect arguments for command 'apply'." (Or 'close'). I tested the other flags and they all work fine. I also found another thing. Seth got a 2-range lance that does not have a ranged animation in the prologue and I was forced to use him. (-anarchy screwed me over by giving Eirika 2 15% hit-rate bows) Seth ended up killing the boss, but it didn't have an animation. For some reason the game didn't register that the boss had actually died and I could not beat the chapter because of that. Edited July 9, 2014 by omegaman Quote Link to comment Share on other sites More sharing options...
Cerbuirus Posted July 9, 2014 Share Posted July 9, 2014 i tried it out, i think ill just wait for the fix patch. it was extremely hard and i got owned a lot which is something i never say about sacred stones.If palettes cannot be implemented thats a little disappointing but it did work sometimes like forde being a pink knight. Quote Link to comment Share on other sites More sharing options...
nekron450 Posted July 9, 2014 Share Posted July 9, 2014 its most likely something simple and stupid on my end but as soon as i open run.py and type anything etc:help,open fe8.gba it flashes some text and closes. any of this sound like a fixable thing? Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 9, 2014 Author Share Posted July 9, 2014 what version of python are you running Quote Link to comment Share on other sites More sharing options...
nekron450 Posted July 9, 2014 Share Posted July 9, 2014 fixed. found out i was using 2.7 or something instead of 3. it all works now. thanks anyways and thanks for all the hard work! Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 9, 2014 Share Posted July 9, 2014 i tried it out, i think ill just wait for the fix patch. it was extremely hard and i got owned a lot which is something i never say about sacred stones.If palettes cannot be implemented thats a little disappointing but it did work sometimes like forde being a pink knight. It made sacred stones better?! Perfect no fix patch needed! Quote Link to comment Share on other sites More sharing options...
Darcy Posted July 10, 2014 Share Posted July 10, 2014 I'll post more later, but right now I just want to say that Eirika seems really weak. Maybe that's just lack of swords against the brigands and no prf weapon, but... I remember Klok had to fix the lord classes in FE7 because some of their bases were tied to the class and not the character (or something like that). Wondering if something like that is also true for the lord classes in FE8, or if I'm just bad. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 10, 2014 Share Posted July 10, 2014 (edited) I haven't tested and won't be testing the FE8 randomizing algorithm for a while. I have FE7 chaos mode for my current project to work on. I'm also referring to any balance issues and whatnot. Reporting anything now before I've begun even the most preliminary of stat checking is pretty useless, since I'll find out a million things you won't since I'm extremely thorough. Edited July 10, 2014 by Kloknihater Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 10, 2014 Author Share Posted July 10, 2014 we'll be doing gameplay adjustments gradually; I'd personally like to move some parts of the fix patch (nulling original weapon ranks, fixing ranged axes etc) into the randomizer itself and leave the fix patch for balance purposes but that's honestly up to klok Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 10, 2014 Share Posted July 10, 2014 (edited) nulling original weapon ranks Aside from making the FE6 and FE8 fix patches take slightly (And I do mean slightly) less time, I don't see any significant benefit over this. Won't it just slow the randomizer down? fixing ranged axes etc Oh god yes please please sweet jesus god yes please. Edited July 10, 2014 by Kloknihater Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 10, 2014 Author Share Posted July 10, 2014 i personally disagree with bundling fixed axe animations/weapon ranks into the same patch as gameplay adjustments (i, for one, enjoy blasting through a completely unbalanced game with crazy classes and disco palettes) Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 10, 2014 Share Posted July 10, 2014 That's a good point. Go ahead and do it then XD Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2014 Author Share Posted July 11, 2014 Bugfix release. download 2014.07.10 - ver 0.4a (bugfix) released. Fixed a bug that would cause crashes when using a -nobugs flag during item randomization. Added support for writing crash logs instead of just dying when errors were found. Quote Link to comment Share on other sites More sharing options...
Havel the Rock Posted July 11, 2014 Share Posted July 11, 2014 So I tried this thing out, but when I tried to open a rom I keep getting this error... I tried an FE7 rom too, but that didn't work. Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) you get three guesses as to what that error message means hint: is there a file called "fe8.gba" in that folder? Edited July 11, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Havel the Rock Posted July 11, 2014 Share Posted July 11, 2014 Yes there was. However, It now working somehow... Quote Link to comment Share on other sites More sharing options...
Garnef Posted July 11, 2014 Share Posted July 11, 2014 (edited) I'm getting a similar error. Whenever I tried to type in any command, the program just closes out, with me only catching a small glimpse of the Error Message. I'll try to point it out with a screenshot. It's kind of hard to see, since it tried closing itself, but here it is. EDIT: Using Script.txt, I successfully randomized FE8. Edited July 11, 2014 by Nexas Quote Link to comment Share on other sites More sharing options...
Wander Posted July 11, 2014 Share Posted July 11, 2014 I was able to get the new release working fine on my mac running a windows emulator (Parallels), so that's a bit odd. Then again, I just dragged the script file onto the run application. Worked for both FE 7 and FE 8. I did notice a few oddities, though-- yes i got two shamans in the first chapter. too good I don't think they should have speed wings, should they? I mean, I could certainly USE them, Bartre has base 2 speed, but I'm guessing they aren't supposed to be there. I know you already know about the derpy sacred stones inventories but I figured I'd take a couple screens anyways (stats screenshot is for klok if he plans on doing a fix patch for sacred stones) The rapier is from the event in the prologue, so you can safely ignore that as it's not being put there by the randomizer. Speedwing (again) is odd and I know Gleipnir was reported like a page ago, but eh, here it is anyways. Lemee know if either of you want me to test anything in particular out for either game and I'll see what I can do. Love the work you guys have done, it's great fun :) Quote Link to comment Share on other sites More sharing options...
Garnef Posted July 11, 2014 Share Posted July 11, 2014 So I'm left with the question of wtf just happened: https://www.youtube.com/watch?v=HymnoQ09aQs Quote Link to comment Share on other sites More sharing options...
CT075 Posted July 11, 2014 Author Share Posted July 11, 2014 (edited) i would recommend turning animations off in fe8 until the fix patch is made because existing magic ranks makes that happen on a side note, it seems that one of you is running the wrong version of python (python 3.4 doesn't give that error) Edited July 11, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Garnef Posted July 11, 2014 Share Posted July 11, 2014 I'm cool with that, I've decided to bench Moulder, since his animations are glitched, which would rectify the problem for now. Quote Link to comment Share on other sites More sharing options...
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