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noitaarchipelago's Issues

Extra pick up message

Shows up when, presumably, the recorded index isn't the same as the ReceivedItems index, then it sends a Sync, which triggers GivePlayerOrbsOnSpawn.

It should be made to count up the number of items in the ReceivedItems message + 1 and set the index to that every time so this doesn't happen.

Chat client in-game

It would be nice to have a chat client directly in-game for sending messages and AP commands.

Sometimes pedestal items do not load correctly

These show up if the flags == 0 print line plays.

Thankfully, the entity picker mod still allows me to check the item out without crashing.

The item had empty item_name and ui_description fields. So we should fill these up with something so that if the error happens again, it doesn't just crash your game.

Ideally, we also make it so this error never happens.

[Bug]: (Beta1) Sometimes you start a new game with nothing

Which of these are true?

  • The archipelago logo did not appear in the bottom right after starting a new game.
  • I could not connect to the Archipelago server.
  • I had other mods loaded with Archipelago (list all of them below).

What happened?

A new game was started and none of the perks were granted nor any items spawned in the mountain hall entrance to the Mines.

Starting a new game again works around the issue.

Upload your logger.txt file here.

nothing_spawned.txt

Death Link

Yes

Traps

Yes

Victory Condition

Greed Ending

Path Option

Main Path

Hidden Chests per Biome

No response

Pedestal Checks per Biome

No response

Orbs as Location Checks

No Orbs

Bosses as Location Checks

No Bosses

Support for slot co-op

Suggestion comes from Phar. Doing co-op of a seed typically means having two or more people playing the same slot at the same time.

Currently, when for items that we spawn in the world when they are our own items, when that location is checked we tell the game not to send the item since it is our own item. If playing the seed co-op, this means the other player(s) wouldn't receive the items either when the location is checked. They'll still receive them on new game (the ones that redeliver on new game, anyway).

This should be adjusted so that when you get a check containing your own item that is spawned in the world, that it sends the item to the other players as well without double-sending it to yourself.

Too many spell refreshers

Playing only a game with yourself, there are too many spell refreshers in shops. There should be fewer spell refreshers and possibly more wands and potions.

Be more robust with connections

There's no disconnect handling. Need to write some handling to be more robust in maintaining a connection.

i.e. putting PC into sleep mode for a while, extreme case but there are other ways to get disconnected from the Archipelago server.

[Bug]: Bad trap name on other person's trap

Which of these are true?

  • The archipelago logo did not appear in the bottom right after starting a new game.
  • I could not connect to the Archipelago server.
  • I had other mods loaded with Archipelago (list all of them below).

What happened?

Trap name showed up as [Name]'s $ap_trapname2

Upload your logger.txt file here.

logger.txt
image

Death Link

None

Traps

Yes

Victory Condition

Greed Ending

Path Option

Main Path

Hidden Chests per Biome

No response

Pedestal Checks per Biome

No response

Orbs as Location Checks

None

Bosses as Location Checks

None

Peaceful ending doesn't work

The regular ending sequence gets called before the archipelago checks, so when the archipelago checks happen the orb count gets set to 0, since the peaceful ending removes your orbs.

Changing the file the sampo looks at partially fixes this issue, just it also then spams the hell out of the log and lags the hell out of the game, obviously incorrectly. It seems to try to trigger the ending over and over again.

Big red text on screen for major errors

It's not clear whether the game is connected to Archipelago or not (i.e. when you type incorrect server info), so when a connection failure occurs there should be a permanent red text indicating the major error that is preventing the game from being played.

Items spawning all in one spot on new game

When starting a new game, items that are redelivered spawn all in the same spot (or as close to it as they can). For items with physics, this literally buries the player a short way through an AP run, making it a little frustrating to actually leave the spawn position. For items without physics (wands, orbs), it stacks them all in one spot, so getting individual wands is a frustrating experience.

Additionally, since Noita does rng based off of the x and y value of a spawn location, the spawned wands all have the same seed (wands of the same level spawn identically, wands of a different level tend to have similar spells and similar mana/recharge/etc.).

AP Pedestal item floating without a pedestal

The check was floating above one of the portals in the mines. I'm assuming the game generates the wang tiles for the mines, then removes anything below a certain point. But, for some reason, the pedestal item was still there, while the pedestal itself was gone.

Very low priority, only happened once so far.

Game Mode: enemy invasion

Inspired by Super Mario Bros 35, mode is already implemented in Minecraft as an option (MC35 AKA "Send Defeated Mobs") and Phar was interested in implementing it for Rogue Legacy. It uses a special tag and bounce packets (similar to DeathLink network-wise).

I would like to make it more generic however for future cross-game interactions.

Bounce packet would have:

Name Type Notes
name str Name of this enemy, so that the same game will spawn the exact type.
power int Amount of "power" this enemy has. The higher the number, the stronger the enemy is.
hints Optional[List[str]] Hints that describe the enemy in simple terms, assume not all terms will be understood. For example: ["hound", "dog", "zombie"]
traits Optional[List[str]] Descriptions or modifiers that should be applied to the enemy. For example ["fast"] in one game could indicate a class of enemy type, and in another game could indicate a status effect.

See this Draft document for more.

EDIT: There's a similar mod in Noita called Noita nemesis which works with Noita Together.

X to clear settings fields

Having to spam backspace is kind of annoying when changing the port, slot, or host. Having an X next to them to clear them would make it better.

Proposal for potions shattering immediately

Proposal

Make AP potions out of an indestructible material that looks like glass, that becomes normal potion glass after a timeout or when picked up. Then the potions can spawn and settle without getting shattered, but still shatter later, making the experience more fair for the player.

(Beta1) The game always closes and reopens on new game

This is probably because we are modifying the cache files in the mod directory which Noita believes is the mod itself being modified. It would be better if we needed to do this less and could just start a new game without having to close the application.

Money sound when receiving money

Currently, when gold is delivered, it is just added directly to your "wallet". It should make the gold pick up sound when you receive it. I don't know how to add the enhancement label to this.

Hint System

Putting this here since we can't really put it in an issue on the AP side, and it's easier to organize my thoughts this way.

The way The Witness does their hint system is by putting the hints on the little "lore" tape recorders (they're just various speeches but idk what else to call them), and we'll probably do it in a similar way except using the emerald tablets (and maybe the non-emerald ones too).

Per Violet, The Witness had 3 types of hints: Always hints, Priority hints, and Randomish hints.

Always Hints go to locations in your game that are very difficult, and so it's nice to have a way to know whether you can avoid them. Always hints are always placed in the game.
For Noita, this could be stuff like Unohdettu, the Hell orb, or Syvaolento.

Priority hints go to locations or items that are less horrible to do/go without, but are still up there a bit. Priority hints each have a chance of showing up in the game. For the Witness, these also always all get placed, but they plan to not have that happen in the future.

Randomish hints pick a random progression item from your world, or picks a random location from your world that is linked to another world's progression item. Pretty self explanatory, these would be the extra filler hints.

So, the things needed to be done for this are:

  • Counting up each of the tablets (potentially making the non-forgeable ones forgeable)
  • Setting up a Hints.py to give us the hint text we want
  • Figuring out the most efficient way to get the tablet text written up.
  • Probably restricting priority hints to the more easily accessible tablets.

Implement support for multiple save slots

There is a mod called Save Slots Enabler which can be used to have multiple ongoing runs (i.e. big async).

If you continued a run from any slot with AP then it would just connect via whatever settings you have currently, instead of to the server with the last established good connection. We could modify it so that settings are saved to the world, and then the same settings are utilized when reloading from save.

If the server address is no longer working we can make it so clicking the AP logo in the bottom right brings up an input for a new server for that in-progress slot.

Keep all logs

Right now Noita erases and replaces its log files which could lead to some logs for diagnosing issues to be lost. We could probably have a separate AP log file (or just move logger.txt to a logs directory).

Something like "YYYY-MM-DD-hh-mm-ss-logger.txt".

It's also possible to do separate AP in one session, we could have separate AP logs on a per room basis.

Pure ending doesn't work correctly

When placing the sampo on the floating island altar, it did not release the items even with the pure ending as the goal condition. In the log, it showed the print message I put in for if you get the toxic ending.

I'm assuming this issue is related to the orb issue.

Test how Starting Inventory items get sent

See if it works, see how it works.

Vi had the idea of that, if the starting inventory is sent alongside asynced items in the packet when you first start your game, that could mean you have a way of differentiating between your first time playing and other new-games.

Coloured PrintJSON messages

A way to colour the messages from PrintJSON would be nice, since they have a colouring system to highlight player and item names to distinguish them.

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