The Story of Uncapped Revengence Discord the 3rd

The Story of Uncapped Revengence Discord the 3rd 5.0.1

Glad to see you back! To make up for that, i have another bug for you: it seems that GSGrindRails is broken on SA2 Blast using this build.
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oh and GIFs are with a weird palette (i disabled Palette Rendering)
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Playing as Veph on GFZ3 causes this crash. It is replicable.
This mod breaks GS Grind Rails heavily. Some paths would be cut up or disappear entirely. Jumping on them causes the player to teleport erratically.
Yeah grind rails is broken with this mod in general. Glad Star is back tho!
 
Earnestly don't know what to do here??? The only ways to track down what's going wrong being the nonexistent latest-log and the RPT, which itself isn't specific, isn't really helping me here
Tried copying the jukebox PK3's JUKEDEF over again and that didn't do anything
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The "Replay Recent Track" option also makes the game bomb out if you haven't used the jukebox
 
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Earnestly don't know what to do here??? The only ways to track down what's going wrong being the nonexistent latest-log and the RPT, which itself isn't specific, isn't really helping me here
Tried copying the jukebox PK3's JUKEDEF over again and that didn't do anything
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The "Replay Recent Track" option also makes the game bomb out if you haven't used the jukebox
The issue with the jukebox bombing out I have fixed on my end, so apologies about that. Regarding the JUKEDEF stuff I'll replicate it on my end and see what's going on, but I might have something to do with graphic drawing honestly. Thanks for letting me know about this.

why cant i send invites?
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(display name is a alt account of mine btw)
This was something I recently just started focusing on, and it seems to have something to do with IPv6, so most likely I'll have to add some form of IPv6 support for all the discord stuff. For now though, hosting a server using the '-noipv6' command line parameter fixes that issue for you, but things might still be slightly weird on the discord side which I'll have to address in the next update. Thanks for letting me know about this though.
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And just to let everyone know, I have started back up development again, for about like a couple weeks now, so I've finally actually been doing something important recently. I fixed all the issues with the Grind Rails mod, and I've fixed all the issues with uncapped, it was literally one line of code I had changed during testing so props to me for not noticing that. I'm thinking about rebranding the mod or something, because uncapped and all that stuff's been out for long enough that I think the name might be slightly too long now.

I do also plan on making the code a lot cleaner, improving a lot more stuff, including netgames, making file storage better so maybe when the build is launched your saves can just automatically be moved into folders and cleaned up for you if you decide so, definitely adding any-res (support for being able to grab the window and resize it, as well as using any display resolution, up to about 8K I believe it was(?)) in the next update. Any-res especially, because the original uncapped-plus had it and this thing's been out since those days. I also have plans for cleaning up all the lighting stuff too, which I have been working on, and I might just end up converting them into shaders too, but that'll be later down the line. The lighting upgrade stuff though might also provide a little upgrade to OpenGL support as a whole, since I might just take some of the android code I made and set up a better system using that.

But, I'll figure it out when I get to that, and with my whole new development environment I have going on here, development should be able to go along faster now, provided I don't get burnt out again or anything lol. But most importantly, thank you to you all for all your patience, I appreciate all of you.
 
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A slight improvement I would wish for is for the Jukebox to bide its time and wait for MUSICDEF entries to pop up instead of never adding any entries ever if no MUSICDEF was immediately attached with the pk3 the JUKEDEF is in (and gatekeeping empty pages), would personally make it cleaner for DOOM Port so it isn't forced to hold places for DOOM and DOOM II's tracks
 
A slight improvement I would wish for is for the Jukebox to bide its time and wait for MUSICDEF entries to pop up instead of never adding any entries ever if no MUSICDEF was immediately attached with the pk3 the JUKEDEF is in (and gatekeeping empty pages), would personally make it cleaner for DOOM Port so it isn't forced to hold places for DOOM and DOOM II's tracks
That's a fair suggestion, I'll go ahead and add it.
oh yeah! i think softcoding the rich presence thing would be nice if possible. would like to do something with that in the future
I've been thinking of doing something like that for a while, I just have to find out how exactly I want the data to be parsed. I might make it similar to the JUKEDEF stuff, but I'm not entirely sure yet. At the moment, I planned on making things like the images (characters, maps, etc.) be able to be defined through the parser, and either a link could be specified for each image, or just a general source link could be specified for all the images being defined. That way, you could have images be grabbed from platforms other than the App ID. For strings, I'd have to figure out a better way to do that. Characters would also be able to be defined by the parser too. What exactly did you have in mind? Maybe I would be able to add something along the lines of what you're thinking of if it isn't already planned.
 
I've been thinking of doing something like that for a while, I just have to find out how exactly I want the data to be parsed. I might make it similar to the JUKEDEF stuff, but I'm not entirely sure yet. At the moment, I planned on making things like the images (characters, maps, etc.) be able to be defined through the parser, and either a link could be specified for each image, or just a general source link could be specified for all the images being defined. That way, you could have images be grabbed from platforms other than the App ID. For strings, I'd have to figure out a better way to do that. Characters would also be able to be defined by the parser too. What exactly did you have in mind? Maybe I would be able to add something along the lines of what you're thinking of if it isn't already planned.
Perhaps have the actual definition be done through JSON? e.g. {"skin [skinname]": {"image": "url", ...}, "map [mapid]": {...}} or something like that. I haven't entirely looked at the specific fields needed, though
 
Perhaps have the actual definition be done through JSON? e.g. {"skin [skinname]": {"image": "url", ...}, "map [mapid]": {...}} or something like that. I haven't entirely looked at the specific fields needed, though
I wasn't really thinking of a JSON parser honestly, I knew it would be entirely doable with one of course, and a little bit more cleaner looking of course, but I just didn't plan on having something like that be a part of the build. But, since DRRR does use one anyways, and since most of the other builds and even 2.3 are starting to get one, I could create one too. But you have the right track with the fields, I'll just have to add something for making regular detail and state strings in it too, like checking how many emeralds a player has or checking what gamestate they're in.
 
I'm having issues where it locks my FOV to 100, and my time setting to Mania, I can't change it. Not sure how many other settings are affected but I've tested it with a regular 2.2.15 build and my settings aren't locked.
 

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