Tumgik
#system changelog
thelotussystem · 6 months
Text
changelog
url changed!
from @/artarchivist to current
system moniker changed to "lotus"
we remade! this is our new "main" account
we follow/like from here
personal blogs masterlist (more active)
5 notes · View notes
pickerelstripe · 1 year
Text
Lexicon Changelog - 8/31/23
New words! Figured I ought to get this changelog out before the full lexicon post.
Added Words:
Bakr'kf, cicada shell
Byyufwo, tick
Eek, mosquito
Eekr'kf, cicada
Gnasee, biting fly
Nagnak, biting or bloodsucking insect
Slaw, maggot
4 notes · View notes
mornyavie · 1 year
Text
My favorite people on TTRPG forums / websites are the ones who have not only maintained "handbooks" for advice on different classes, build types, etc, but also have a github for it so you can check the changelog.
3 notes · View notes
chingyu1023vick · 2 months
Text
Patch 1.108
🧡 I finished checking my mods for the patch and the new Lovestruck pack. Today comes with many mod updates so please check my Google spreadsheet to ensure you get all necessary updates.
~
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
🧡In case you missed it, a new mod has already been available to the public this month! 😊
NEW: Activity Lot Challenges
~
July 28, 2024:
📌First Round of Mod Updates for patch 1.108:
Balanced Life {Merged Edition} V20
Updated for patch 1.108
Blue Fear V5
Updated to add Fears from EP16 Lovestruck Pack
Bye Bye Eye Ring (Better CAS Randomization) V3
Updated for patch 1.108
Custom Traits in Club Filter V25
Updated to include traits and turn on/ offs from EP16 Lovestruck Pack
Updated to include more traits from llazyneiph's Royalty mod
Higher CAS Story Skills V3
Updated to include Romance Skill from EP16 Lovestruck Pack
Introduction Hider / No Autonomy V6
Updated all introductions for patch 1.108
Added Romantic Introduction from EP16 Lovestruck Pack
Lot Traits Turned Challenges V2
Updated to include Singles Hangout from EP16 Lovestruck Pack
Massage Socials Fix V3
Updated for patch 1.108
More / Less Skill Boost from Moods V4
Updated for patch 1.108
Occult Fanatic Trait V4
Updated OccultInteractionsForFanaticOnly packages for patch 1.108
Walk Normally V5
Updated !chingyu_SleepyWalk and !chingyu_SleepyWalk_Dazed for patch 1.108
~
🔨All my Custom Preferences Sets now require Zerbu's The Custom Preferences Mod to work!!! 🚨Get this required mod by @zerbu or else you will stuck with the loading screen and can't see my custom preferences in the game!!!🚨
FYI: Preferences with custom categories after patch 1.108 must be added to a common list shared with modders just like the venue list. Therefore, chingyu_ExtraCharacteristics from Sim Characteristics Overhaul and chingyu_addon_HolidayPreferences from Holiday Tradition Override are unaffected by the patch because they are not in a custom category.
~
🔽 List of my Custom Preferences with this new mod requirement:
Age Group Custom Preferences
Character Value Custom Preferences
Instant CAS Story Preferences
Lunar Custom Preferences
Mood Custom Preferences
Motive Custom Preferences
Sims Qualities
Strength and Weakness Preferences
~
❌Broken Mods Not Yet Updated for Patch 1.108:
Less Obsession
Smarter Self-Care
I'm going to update them as soon as possible. 💪 So many of the tunings in these two mods were edited so I have to re-do the mods.
I tagged some mods as required updates for adding compatibilities to traits/ skills/ minor features of the new pack on my spreadsheet but they are safe to be used in the game. My other mods and traits are compatible with the current patch. 
After fixing the rest of the broken mods, I will playtest with the pack more to see what extra features I can add to my mods with the new attraction system.
You may view the full changelog and patch note on my Mod Status on Google spreadsheet.
🔆 Changelog in July 2024 HERE
🔹 Links to ALL My Traits, Game Mods, and CCs
🔹List of IDs for creators who want to refer my traits to their own mods 
🔹 List of Chingyu’s CC Traits Name and Descriptions for mod users
🔹 Check Mod Status after a patch & Compatibilities
👁‍🗨 Learn how to install a mod & FAQs
👁‍🗨 Terms of Use
👁‍🗨 Ask Questions/ Suggestions/ Bug Reports on Discord
▶ I need to see a screenshot or LE report to help you figure out what’s wrong!
👁‍🗨 Download on my Patreon
👁‍🗨 Follow me on Twitter
2K notes · View notes
the-jade-palace · 2 years
Text
Tumblr media
Fin Fin on QEMU (Current Version - v2.2)
Tumblr media
Fin Fin on QEMU is a project designed to create an easy to use way for anyone to play Fin Fin without the need for any complicated setup on modern operating systems. It is fully compatible with Windows 10 and 11, but will also work on any version after XP.
The version of the game used is a custom made translation that includes all 6 worlds in English. It has working microphone input, sound recording, and all associated features such as screenshots and the encyclopedia work as well.
Rather than using virtualization, this works through emulating an entire Windows 98 machine. To play it there's no need to install any hypervisors or set up a virtual machine, as everything is already set up, and ready to go.
The download link can be found here! (Hosted on MEGA)
Tumblr media Tumblr media
Installation
The whole thing is portable, meaning nothing is actually "installed" and all the data is wherever you place the folder. This also means that if moved to another PC, all user data will still be present.
To run, all you need to do is extract the folder in the .zip to a location of your choosing, and then run one of the launchers.
Tumblr media
Included are two launcher versions for the different QEMU display options, one that uses GTK and one that uses SDL. The only difference between the .bat script and the .exe versions is that a command window will be shown when using the .bat script.
Both have pros and cons, so I've included both to let the user decide which one they want to use.
SDL has broken window scaling and no mouse integration, but has a correctly stretched fullscreen. GTK has a stretched fullscreen mode, but has working mouse integration and window scaling. Basically if you want the game in fullscreen use SDL, otherwise use GTK. For a bit more info about these, checkout the 'Files' section under the 'Keep Reading'
Tumblr media
Important Info
Before launching the main game, be sure to create a profile using 'New Contact', as the game will not run until doing so. When exiting the game use the shutdown option in Windows 98. Exiting through closing the window forcefully can possibly cause data loss/corruption. When using SDL, mouse and keyboard input will be captured. To release this, press 'Ctrl + Alt + G'. When using GTK, the menubar can be hidden or shown by pressing 'Ctrl + Alt + M'. To make the window fullscreen, press 'Ctrl + Alt + F'.
Tumblr media
Sounds
Tumblr media
Included are two "sound effect packs" for the in game sounds that play based on the number keys from 1-5.
By default, the game will use the sound effects from the 5 Worlds version, but you can swap out to the 6 worlds one by renaming the "sound (alternate)" folder in the D: drive to just "sound", and renaming the original sound folder to something else.
Tumblr media
I hope you all have fun with your new best friend Fin Fin!
Tumblr media
Fin Fin is a wonderful little enigma from the past, and my attempt to make it easily accessible even in the present is something I hope you will all enjoy.
If you encounter any issues in Fin Fin on QEMU, please contact me about it.
To view the changelog, credits, and some more info about this project check below the 'Keep reading'.
Tumblr media
Changelog
Some information is cut for brevity, the full version can be found inside of Fin Fin on QEMU and the MEGA folder.
v2.2
Added several new Fin Fin screensavers the user may choose from Updated method for calculating Transfer folder size Updated emulated machine to use 128mb of RAM and a Pentium Updated main teoboot.exe executable to fix several issues Updated shortcuts
v2.1
Removed WHPX launching options Removed FinFinWHPX.bat and FinFinWHPX.exe Removed startup crash fix as it was only needed for WHPX Modified folder settings in Windows 98 to open folders in the same window Rearranged Fin Fin on QEMU folder layout for cleaner appearance Added 'OK' button back to Microphone Setup that was mistakenly removed Updated shortcuts for Microphone Setup and Sound Recorder Fixed problem with 'Encyclopedia' launching script that caused screenshots to not show up in the photobook Added 'Transfer' Folder which allows for transferring files between the host and emulated machine Added options for launching with either GTK or SDL display Altered updater to improve ease of use and used NirCmd to improve process as a whole (Updater.bat & updater.iso)
v2.0 (Major Update - 6 Worlds Edition)
Modified original Taiwanese 6 Worlds version to add English Translation Added 'Microphone Sensitivity' shortcut to the desktop and start menu Added in 5 Worlds version Encyclopedia (finfinEncyc.exe & encyc30.GIZ) Added sound effects from 5 Worlds version (D:\sound) Added Mouse Integration Added Nircmd to replace launch batch scripts (C:\WINDOWS\nircmd.exe) Added Windowed Mode shortcut to start menu Altered launching scripts (FinFin.bat, FinFin.exe, FinFinWHPX.bat, FinFinWHPX.exe, FinFin Update.bat) Removed large amount of unecessary setup files from finfin.qcw Removed 'Task Scheduler' from taskbar Added Credits and Changelog shortcut to start menu Added dll to fix issue with running on Windows 7
v1.3
Added animated Fin Fin cursor
v1.2
Added guided updater (FinFin Update.bat & updater.IMA) Adjusted wallpaper Renamed startup shortcut ("_setup.bat" to "Crash Fix" at C:\WINDOWS\Start Menu\Programs\Startup) Adjusted Volume Control Settings
v1.1
Added new wallpaper (C:\background.jpg) Added new startup sound (C:\boot.wav)
v1.0 (First Public Release)
Changed from qemu-3dfx to base Removed unnecessary files in Windows Added missing shortcuts on Desktop
v0.5 (Playtester version)
Moved all Fin Fin data to finfin.qcw Created batch scripts for Disc.id Added shortcuts to launch programs Removed unnecessary programs from Windows Removed unnecessary files in Windows
Tumblr media
Credits
Resources
The finfin Homepage (finfin.de) - By EMGE The finfin Archive (finfin-archiv.de) - By Xvemon, Nadine S., and EMGE Fin Fin 6 Worlds "Beta" (finfin-archive.de) - By Harald G.
Playtesters
mchi22 that-one-scratch-on-your-arm
Software
QEMU 7.1.0. (qemu.org) - By QEMU team: Peter Maydell, et al. NirCmd (nirsoft.net) - By Nir Sofer Resource Hacker (angusj.com) - By Angus Johnson
Tumblr media
Updating Versions
Included is a guided updater that will help you transfer your save, screenshots, and sound recordings to the latest version.
Place the new version in a temporary location without replacing the original. Then, just run "Updater.bat" and follow the instructions.
Tumblr media Tumblr media
System Time
Time in the emulated machine is synced to the host PC.
If you would like to time travel in Fin Fin, you can change the time in the emulated PC but it will go back to normal after a restart. Note that if you do this you will not be able to go back to the original time, you can only go forwards using this method If you would like to permanently change the time, you can use the built in date-changer present in the 'New Contact' program, but this will cause the loss of the current profile.
Tumblr media
QEMU
Though it should be quite obvious by now, this project works through the use of QEMU, an open source emulator. Specifically, its emulating a full Windows 98 SE machine, and then the game is run on that.
The emulated machine has 128mb of RAM, an AC97 Soundcard, and a Pentium CPU.
Tumblr media Tumblr media
Files
The only files this project really has aside from QEMU are FinFin GTK.bat/.exe and FinFin SDL.bat/.exe
The reason I list the .exe and .bat files together is that they do exactly the same thing. The executables aren't really 'true executables', but are instead just batch scripts that have been converted into .exe files. When they run, they essentially create a temporary batch script that deletes itself. The only real benefit of this is that its a bit more straightforward for launching and creating shortcuts, and that there is no distracting command window while playing.
Within the 'Data' folder is where the bulk of the project is. Inside are two virtual hard drives, w98.qcw being the main Windows 98 drive, and finfin.qcw being where all the Fin Fin game data is.
3K notes · View notes
jovial-thunder · 7 months
Text
Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
Tumblr media
Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
Tumblr media
Can paint/rotate multi-tile props in the editor
Tumblr media
Can edit unit character sheets and portrait via the editor
Tumblr media
3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
Tumblr media
To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
Tumblr media
 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
Tumblr media
Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
Tumblr media
Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
Tumblr media
Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
Tumblr media
UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
Tumblr media
Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
Tumblr media
Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
Tumblr media
Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
Tumblr media
I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
Tumblr media
...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
Tumblr media
Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
Tumblr media
Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
Tumblr media
Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
Tumblr media
It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
288 notes · View notes
undertale-yellow · 9 months
Text
Experimental Patch 1.1.0
First, we would like to thank everyone for the incredible reception we've got for UTY 💛 it's been surreal in the best way
We do hear your feedback though, and have worked to address what we can in a new patch for Undertale Yellow. Please be warned, we haven't been able to test everything with this patch, but we're confident it should work in a normal playthrough
Thank you once again for playing and giving feedback! We realize these are not all the issues that have been brought up, but we will continue to work toward improving the game!
You can download Undertale Yellow version 1.1.0 on Gamejolt!
**This new build will recognize any ongoing save, so just make a new folder for the zip contents or replace the old ones and you're good to go
Changelog under the cut ↓
Major Changes
Added two new accessibility options: - Easy mode: When enabled, the Hats now provide DEF values for an easier experience (can be changed mid playthrough) - Auto Rhythm: When enabled, automatically hits the notes in the rhythm fight without having to press a button, if you are in the correct lane
Reworked the final pacifist boss fight attacks to be less chaotic and unpredictable
During a chase sequence, a character was supposed to slow down every time they catch you in the chase, it now works as intended
Added an Act heal to the final No Mercy route boss (Also fixed a crash caused by this Act option being partially implemented but not working)
Crashes and Softlocks
Fixed a crash caused by using the “shoo” command twice during the dunebud duo fight
Fixed a crash caused by interacting with an object while completing the minecart puzzle
Fixed being able to backtrack on the second steam puzzle, which could lead to a crash and your save being ruined
Fixed a crash caused by pressing Z on frame 1 of the attack targetting cursor
Fixed a crash caused by a demo saved game being present on your system
Fixed a softlock caused by blocking Mo’s path as he’s leaving
Fixed a softlock caused by interacting with the crystal tree in Snowdin from the left
Fixed a softlock in the final pacifist boss fight where the selection soul would disappear from the menu
Fixed a softlock caused by sending one of the mine carts off track
Fixed an issue that caused one of Cactony’s attacks to never end
Fixed a softlock caused by mashing through the text fast in the raft room in Snowdin
Fixed a softlock caused by turning around immediately upon entering one of the rooms in the lategame
Fixed a very specific bug that caused you to get stuck on a bridge upon retrying a fight under it
Fixed a crash during the Guardener fight that could happen on her last line of dialogue
Fixed an unrelated softlock in the Guardener fight
Fixed a crash on the final No Mercy boss caused by getting hit on the same frame as you defeat the boss
Other
Fixed the tutorial buttons being swapped in the arcade minigame, also added additional information to the tutorial screen
Changed the Delta Rune Patch gold requirement from 150 to 100
Increased the item stock in the final shop of the No Mercy route (Applies on save reset)
Fixed mistakes in the credits
Fixed several line breaks, typos and mistakes in the text
Altered one of Sir Slither’s act dialogues to make the sparing condition more apparent
Added an autosave post the final pacifist boss as a temporary help with reported performance issues in this cutscene
Added the Auto-Fire toggles to the death screen of relevant fights so you don’t need to restart the game and fights in order to change it
Fixed a mood ruining issue in the final act caused by an unintended random event
Other minor fixes
185 notes · View notes
diversestardewvalley · 6 months
Text
DSV 5.0 is Out!
Thank you for your patience and support, everyone! DSV 5.0 is now available, making DSV compatible with the new SDV 1.6 update.
Here's the changelog:
⭐ CONTENT CHANGES: ⭐ - Significant code overhaul which updates DSV to use 1.6's new Appearances system for more flexibility and better performance - Updated portraits & sprites to match 1.6 changes - Added 1.6's vanilla winter outfits as new Festival of Ice outfits with some recolouring and minor edits to match DSV's style guide. - Updated Penny's outfits and added new Spirits' Eve costumes - Updated Linus's outfits - Added new additional Spirits' Eve costumes for Robin and Demetrius - Added code so that DSV's darker-skinned variants are now correctly recognised as such for the purpose of determining the farmer's children's skintone. - Added assorted new dialogue lines - Edited new 1.6 dialogue to match DSV's variants as necessary - Expanded regular dialogue and gift taste dialogue to account for Jodi and/or Kent being Muslim depending on the player's choice of variants - Fixed map patches to account for 1.6's updated map interiors - Updated DSV's PPAF compatibility to match the new PPAF Core (not yet available, coming soon) - Updated DSV's RSV compatibility to match the updated Seasonal Outfits for Ridgeside Village - Assorted bug fixes
⭐ CONFIG CHANGES: ⭐ - Removed individual beachwear configs and replaced them with a single Vanilla Beach Style config, which can be set to DSV Style, Vanilla Style, or Random Beachwear - Added new Kent variants, Omani and Omani Disabled, and changed the previous Modded variant to Vanilla Disabled - Added new Maru Black Hair config, which changes Maru's ModdedLavender variant to have black hair instead of a pink ombre dye - Removed Seb Helmet config. Sebastian will now automatically wear a helmet and motorbike gear during his 10 heart event, matching DSV's other event-specific outfits. - Changed Willy's Disabled config to Vanilla Disabled, for consistency with Kent's new variants ⭐ DEPENDENCIES: ⭐ - Removed Antisocial NPCs and Custom NPC Exclusions as dependencies for Marigold / Linus's Modded variant. Sprites in Detail is still required for Marigold's sprites.
Here's a preview of Kent's new variant:
Tumblr media
We hope you enjoy the update! Have fun! [Image id: a portrait and sprite of Kent from Stardew Valley, depicted as an Arab man with brown skin, dark brown hair, and facial hair. He is wearing his Fall Rain outfit, a blue zip sweater with a grey neck gaiter and grey jeans.]
132 notes · View notes
coelpts · 1 year
Text
alright, guess we're complaining now.
Tumblr media Tumblr media
[Image ID: First image: A cropped screenshot of Tumblr's Friday, May 26th, 2023 changelog which reads, "On web, clicking anywhere in a post’s header now opens that post. Previously, you had to click specifically on the blog name."
Second image: A cropped screenshot of Tumblr's Tuesday, May 30th, 2023 changelog which reads, "To clarify a point made in last Friday’s post: on web, clicking the reblogged-from blog name in a reblog’s post header now takes you to that blog, not their reblog. Clicking in the empty space in the post’s header, and in the header of each reblog trail item, now takes you to that specific post in the blog view popup. This is one of a series of updates we’re making to the reblog consumption experience across all platforms, to make it more intuitive and consistent, especially for new users." End ID.]
Tumblr, this change is bad. A lot of other people have already shared their own complaints for this new and awful system, but it's time for me to properly throw my hat in the ring instead of at-ing you directly due to user error. Whoops.
[UPDATE 6/11/2023] HORRIBLE NEWS, EVERYONE! This change has hit mobile. There is no longer any way to access the previous version of a post except through theme reblog chaining on desktop. I've added some extra fun comments both as an edit to this post and as a reblog so nobody misses out.
All my complaints are in the read more because this got LONG.
TL;DR- This change breaks a major signifier used across the site, removes post functionality only to replace it with redundant blog links, and completely destroys a primary mode of social interaction that's been used on Tumblr for over a decade. Here's the Tumblr Staff support link so you can give feedback on how bad this change is.
Part One: Signifiers and Consistency
This is my biggest point, so it will be a bit of a doozy. Strap in.
This change is about making Tumblr operation 'intuitive and consistent' by unifying behavior between like-designed parts of the site. Now on the face that's not a bad reason to do things, and making sure users are able to intuit what a button does based on its properties is good design. I'll give an example:
Hearts symbolize the 'Like' function on Tumblr. The heart button on a post adds it to your Likes, the Likes option on your account is accompanied by that same heart, and Likes show up in post notes with that heart. This heart, then, becomes a consistent and reliable signifier. If you see a heart button on Tumblr, then whatever it's attached to probably has something to do with Likes.
So, back to the change. This change relates to the signifier of the 'Tumblr blog url link'. The idea is thus- on other parts of the site, such as the Search tab on mobile and on a blog in the dashboard tray, you will see related or similar blog suggestions like these:
Tumblr media Tumblr media
[Image ID: First image: A cropped screenshot of Tumblr's Getting Started help page. It shows an example blog with the 'Blogs like this one' tray visible, populated with four example blogs.
Second image: A second cropped screenshot of Tumblr's Getting Started help page. It shows an example of the Search page on mobile with the 'Check out these blogs' feature highlighted, where two example blog cards are shown. End ID.]
These suggestions are Tumblr blog urls paired with their icon and a little bit of their blog, either the title or some recent posts of theirs. If you click on that url title, the link follows through to that blog. So there's the signifier: click on the url, go to the blog.
But now we have a bit of a snag. What about these?
Tumblr media
[Image ID: A cropped reblog screenshot. The crop shows the Tumblr urls of the reblogger @coelpts and reblogged @coelpts-artchives with the reblog symbol between them, the rebloggers icon, and the date that this reblog was posted. End ID.]
Well, these LOOK like Tumblr blog url links. They're styled in the same way. In fact, the reblogger even has a blog icon next to it! So all signs point to these url links pointing directly to a Tumblr blog if clicked on. After this change, that's exactly what they do- so, like, no problem, right?
But, hold on. There's another signifier here! These aren't JUST Tumblr blog url links! This is…
Tumblr media Tumblr media
[Image ID: First image: The former image of a cropped reblog screenshot, focused on the urls and reblog icon.
Second image: The Tumblr reblog icon. End ID.]
Our good friend, the Reblog button! That's another classic Tumblr signifier, and it sits right next to the Like button I pontificated about. Reblogs are an integral part of Tumblr, and on top of every single reblogged post you will see that icon. And would you look at that- it's even the same color as the second url link!
Those url links that established the 'url link' signifier that we talked about before, in the search page and on the dashboard tray, aren't attached to any posts. But this url is, and the reblog symbol is right next to it. The reblog signifier modifies the url link signifier. This link should go to the reblog from this user. Right? Because it is a reblog FROM that url link- so that's where it should go! And that's where it used to go, before this update.
[EDIT] I came back to fix some typos I noticed but while I was away I tested mobile to see if this change hit the app yet. It has not, but what I saw instead confirmed the above point- on mobile, selecting the reblogged's url ALSO highlights the reblog icon next to it! These two signifiers are connected, and should be read together.
By changing the url links to be more 'consistent' with other url links across the site, a major signifier that keeps the site together has been broken entirely. What should lead to a reblog- something that is clearly shown through use of a recognizable, consistent symbol- no longer does.
Part Two: Redundant Redundancy
Okay, so that's not all this change does. It also adds a brand new functionality to the post header- the white space is now clickable and serves as a replacement for the original 'to this post' link on the reblogger's side of things. These headers also generate for anyone who adds to the post, and you can click through OP too.
Tumblr media
[Image ID: The cropped reblog screenshot from before, but with the word 'Clickable!' written in purple in the blank space above the date. End ID.]
This is also part of that design unity thing; on mobile tapping anywhere on the post header takes you to the post, and you can only tap on the blog url of the person the reblogger reblogged from. That makes sense, since on mobile you're maneuvering your fingers on a small screen and tapping a tiny url next to another tiny url is bound to cause problems.
I don't necessarily have a problem with this on the base of it. I have opinions about mobile and desktop parity that aren't really important here, but it does nicely showcase an issue I DO have- most of the changes made to reblogged posts are completely redundant and unnecessary.
---
[UPDATE] This change has hit mobile now, and it's added a fun new complaint about desktop-mobile parity that is now very suddenly a problem; the headers generated from reblogs with content don't have any responsive feedback for tapping them on mobile. OPs does, but any old Joes doesn't. This is not true on desktop, where on-hover a post header will change color; on mobile they stay completely white and plain with no on-tap color change. On top of that, the new headers are actually harder to see on mobile! There's no clear way to actually see where the header starts and the post continues! Tapping a header was deeply confusing because I got no confirmation I did anything of value until I was wisked away to a post- there's no signifier on mobile that this is a thing you can press.
This is what I was talking about in regards to desktop and mobile parity that wasn't important at the time- what's good for mobile isn't always good for desktop and vice versa. Having a post header be tappable on mobile instead of op's url link, where you have less fine motor control and there's a lot of small buttons clustered together, makes sense; but making all post headers into buttons on desktop isn't a good idea because they aren't 'buttons' and it's very hard to make it clear they are. I mentioned signifiers above and that applies to this change- there just aren't enough signs that show these are all buttons now and where they go. The fact that they're completely unresponsive on mobile really is the cherry on top, because you do not KNOW it's a button unless you tap it accidentally or already know from desktop that all headers link to reblogged posts. The design has been made more confusing; what was a functional affordance on mobile has been applied to desktop without limits or concern, making the original mobile affordance more confusing and producing a poor signifier.
Alright, that's enough from future me. Let's get back to the original post, about how this change that introduces a bad signifier is also redundant.
---
First of all, it's not like clicking the link url just threw you into a post abyss when you clicked it. Clicking through to a reblog…still took you to that blog, both on mobile and on desktop. On mobile all you need to look through the blog proper is to pull down and refresh; on desktop it's even easier, because following a link pulls up the dashboard tray for that blog with the blogs url immediately below their icon.
Tumblr media
[Image ID: A screenshot of the previously cropped reblog, now shown on the blog @coelpts. The post is on the left, and the user info card is on the right. End ID.]
This change then removes one step to get to the front of a blogs page, and puts the original longer path on the new clickable header. They go to the same place, the first is just exactly one click faster. You could do the exact same thing by clicking the user icon instead.
But wait! We can get even more redundant! You know what else is standard Tumblr functionality on desktop? The hover card!
Tumblr media
[Image ID: A screenshot of the previously cropped reblog, now showing the card for @coelpts-artchives below the icon. It has the blog title and description alongside three popular posts. A purple arrow points to it from the url. End ID.]
If you hover over any url link for about a second, a card for that blog will pop up. This tray lets you follow a blog, send asks, report them, check their popular posts and do a bunch of stuff straight from the dashboard. It also takes you directly to their blog if you click the url link on the card itself! That's right, there was already a way to go directly to the blog the previous user reblogged from! And every single blog url link does this, too- not just on post headers, but even in the text of a post itself.
So before this change, you had five ways of interacting on a post:
Click the reblogger's url > Reblogger's post.
Click the reblogged's url > Reblogged's post.
Click the reblogger's icon > Reblogger's blog.
Hover on the reblogger's url > Reblogger's blog.
Hover on the reblogged's url > Reblogged's blog.
One of these is redundant, but that's fine- it's just how url links work, and it's better that all urls can do that. Signifiers, we talked about this. But every other link goes to a different place, including the previous version of the post.
After this change, there's six, with changes in bold:
Click the reblogger's url > Reblogger's blog.
Click the reblogged's url > Reblogged's blog.
Click the reblogger's icon > Reblogger's blog.
Hover on the reblogger's url > Reblogger's blog.
Hover on the reblogged's url > Reblogged's blog.
Click the white space header next to a user > User's post.
We now have three ways of getting to the blog of the person who reblogged this post, two ways to get to the blog of the person they reblogged from, ONE way to get to the post, and ONLY if someone added to it!
This change removes functionality and replaces it with needless redundancy. As I said near the top of this section, we could already get to the blog through a reblog link- so all this does is remove getting to previous post iterations.
Part Three: Broken Chains
And hey, let's talk about previous post iterations. Y'know, something that's super important on Tumblr? Different versions of a post float around the site for years- some have been around for a decade or more. And some are only available for one post.
As I'm sure everyone knows, unless a group of tags are peer reviewed and added to the body of the post itself or are appended to the next reblog in the chain, they only exist on that version of the post. This means every iteration of a post is functionally unique, and long before we were given the ability to check the tags on a reblog directly, the only way you could check the tags for a post was by checking every iteration. This practice still exists today with 'prev tags'- users still find it useful to gesture to a previous version of a post and show what other people were thinking or add their own thoughts.
Remember the new redundant links? All that means you can't get to a previous version of a post anymore. Those tags are functionally lost now, unless you dig through that persons blog or through all the notes of a specific post. Sure that may not be a problem for a post with 300 notes or so- but what about 27,000? What about a post that was reblogged three weeks ago? If you're trying to wrangle Tumblr's dodgy search function on the blog itself, what if the post has no text to search for, or if the blog has it's search function turned off? Any post tagged with prev tags now directs to literally nothing. Anyone arguing or conversing in the tags is now speaking at air to everyone else.
There is still one way to trace reblogs. You can access the blog itself- not the dashboard tray, but the actual url.tumblr.com blog- by using a hidden link in the meatball menu off the side of the post.
Tumblr media
[Image ID: A screenshot of the previously cropped reblog, now showing the meatballs menu accessed. The first option, showing the date of the reblog, is highlighted. A purple arrow points to this option from the meatballs menu icon and a circle is drawn around it. End ID.]
From there, you can track a post backwards through proper blogs. The reblogged posts will have a 'via Blog' note on them, and you can follow that trail all the way up a chain.
…Unless someone doesn't have a theme enabled. Without a theme, a user won't have a url.tumblr.com domain and it will redirect to the dashboard tray, breaking the chain. And, as of an older update, blogs by default do not have themes enabled- so any and all new users suddenly roadblock this process. Oops.
All of this means that what was once a convenient social aspect of Tumblr has been completely severed with little to no alternative. Trying to wade through hundreds upon hundreds of notes to find the one you're looking for is tedious, time consuming, and potentially impossible if the post is large enough.
Finale: What Now?
Right, so- this sucks. I didn't even go into how this makes it tough to find and block cr/pt/t/rfs if a post passes into their hateful space, or how this makes it harder to copy post links without tracking shit because it's in a different menu now, or how it's now more difficult to access a previous post for reporting purposes. All that shit's also true, but they're side effects of the big three problems the changes introduce.
This change is ultimately user-hostile and seems to follow the worrying trend of 'other sites are doing it, so let's do it too!' Tumblr's been kicking about recently. Tumblr Live, the new change to images and videos, gating viewing posts behind making an account, and attempted algorithm feeds through 'Best Stuff First' and 'Based On Your Likes' are what immediately come to mind. Tumblr's defining, driving aspect for it's continued existence has and always will be its uniqueness. Pretending to be Instagram and TikTok and fucking Twitter will do it absolutely no favors- all it does is undermine what actually makes this site, as a social platform, interesting and vibrant.
But it's one thing to just complain and it's another entirely to provide feedback. Here's a link to the Tumblr Staff support page. They've walked back on new features before when we've made a ruckus- the Shop icon replacement is on the forefront of my mind right now- so it's time to make another.
TL;DR 2- This change makes browsing Tumblr more difficult than it needs to be. It breaks previously established signifiers and removes vital social functions only to add redundant and empty features to cater to a new userbase instead of actually improving the site for the users they already have. It's not a good change.
Thanks for reading ✌️
337 notes · View notes
goblin-social · 7 months
Text
Changelog, 1/03/2024
It has been a while since I last wrote an update!
January and part of february has been kind of slow months. In early january, I dediced to focus on improving the compatibility with tumblr, thinking in that for a while no one would want to use Goblin on its own. And well, the tumblr compatibility (improve how tumblr posts from the rss feeds look like, optimizing then those posts are fetched, plan how to make goblin interact with reblogs and comments over tumblr-imported posts, etc) is a huge task that gets at odds with my resources to employ in goblin (it's hard to do big, complex systems when you can spend maybe 30 minutes every few days working on a project).
Anyway, the mini-implosion that tumblr has gone through this week has made change approach: I'm not focusing on making goblin stable and usable, and I'll care about tumblr compatibility (or not) in the future. That has made me regain speed once again.
What it has been done since the last update?
- It's finally safe to edit posts: The editor won't swallow your text or your tags when you edit a post. Yes, this is a recent fix. As 'today' recent.
- No longer empty tags either.
- In the post interaction view, it knows display the list of reblogs correctly
- Improved the styles of the reactions tab view too
- The post replies now show a little warning over the reply textbox to warn you are reply to an existing reply when you click on the "reply" button of a reply. Reply reply, reply? reply re ply reply re.
Tumblr media
- Any "tootstorm" (or conversation between several people you follow) from mastodon or other non-goblin fediverse platforms is rendered as a reblog trail correctly now (yes, this was in the last changelog, but it sadly didn't work very well. Now it does)
- But if it's a string of replies between goblin users, we are not showing that in the timeline anymore.
- Changed the width of the timeline to make it a bit more narrow, avoiding images and videos looking absurdly huge.
- Fixes a bunch of bugs that could make your timeline empty of content
- Oh and you can follow any public tumblr blog rss feed. You just need to search for @tumblr-username.tumblr.com and you'll be able to follow that rss feed as if it was just another user).
97 notes · View notes
officialclangen · 2 years
Text
March Update!
March update is available on itch.io! Check out the changelog below:
New white patches: MAO, CHESTSPECK, PAINTED, WINGS, and BLACKSTAR.
Skin color now affects the inside of cats' ears.
New nylon collars - plus indigo and white variants of all color types.
You can now delete saved clans on the Switch Clan Screen.
New camp background: Grotto
New fading effect. Previously, cats became more transparent as they got closer to fading. This has been replaced with a three-stage "unraveling" effect.
Added many new kittypet and loner names.
Grief system has been expanded to give more unique death reactions based on the trait and mate status of the living cat.
New backstories!
"Bee sting", "headache", and "severe headache" are now potential injuries. "Persistent headaches" have been added as a permanent condition.
Lost cats can now return to the clan via moon events!
Lost cats can now die randomly, rather than just from old age.
New background for the Unknown Residence Screen.
Kittypets, loners, and rogues have a chance to appear in the "Cats outside the Clan" tab. These cats have a chance to join the clan during patrols.
Returning to the main menu or closing the game will now cause a pop-up window to appear, which will ask if you want to save your clan before proceeding.
Lots of new patrol art!
Added a setting to control the display of gore in patrol art. Gore is turned off by default.
New patrols!
Added a handful of new mediator moon events.
If there are no warriors that have trained apprentices in the clan, a random warrior will be selected to be deputy. A special event text will be displayed for this situation.
New scar system for patrols on Classic Mode.
Previously, a bug was preventing patrol outcomes that rely on traits or skills. This bug has been fixed. This doubles the amount of accessible patrol outcomes!
Allow more variety in tortie base colors, including ginger-on-ginger torties.
Many new ceremonies, including special ceremonies for dead mentors and parents.
The code for moon events has been rewritten to allow for more flexibility and utility.
The limit on mediating has been reworked. Each mediator may mediate once per moon, rather than a global "one mediate per moon" limit. However, a single pair of cats can only be mediated between once per moon.
Murder events are now affected by relationship values.
Moon events regarding other clans now trigger based on your relation with the other clan.
A variety of game-chances have been moved game_config.json, in the resources folder. This will allow players to more easily edit chances, if they desire.
Star is no longer a possible prefix for clanborn cats.
When a kittypet that has a multi-word name joins the clan, there is a chance for them to pick only one word from their previous name to use as their prefix.
Cats who cannot work are no longer eligible mentors for new apprentices.
Male tortie chance has been significantly lowered - they now occur at a similar rate to shinies in pokemon games.
Affairs now work!
Mediate will now correctly affect trust, romantic like, and platonic like.
Mediators and mediator apprentices will no longer retire due to permanent conditions.
Clicking on a cat on the family page will now take you to that cat's family page, allowing for easier scanning through family lines. You can still access their profile by shift-clicking.
Reduced age at which cats fade to 202 moons.
Chance to develop "Lasting Grief" has been reduced.
And many other bugfixes!
Tumblr media
538 notes · View notes
etoilesbienne · 8 months
Text
Okay on the reset, there's multiple things going on here.
I think it's fair for the heavily active CC to be frustrated their personal stuff was sidelined and interrupted with the reset, I get it. All that progress stopped. I also have full faith in all of the active CC to be able to bounce back and be capable of return in their own way. I trust this of BadBoyHalo and Tubbo. Pierre might have different concerns, but he's been doing content for a decade, I think he'll be fine.
On the other hand, I think this server reset was kinda necessary. Especially from the perspective of more new players being added soon. Like, even Tubbo when added was struggling to find things to do at first because he'd suggest something, and then people would point out someone else already did that like two months prior. To quote a friend, if Tubbo was struggling to find things to do, what's left for players like Lenay?
Keep in mind, the last time the admins tried something to level the playing field between active players and inactive players was Lucky Ducks. Which killed a lot of motivation for members who did like grinding hard to obtain materials. Lucky Ducks was just giving them that stuff without any work. This reset is the last resort in my opinion.
The other thing that interests me is that Etoiles mentioned that he knew about this reset coming (or something similar) for at least three months now. This is odd with the perspective of Pierre and BBH both reacting so badly, like they didn't know this would be happening. Because of both of these scenarios, I think there are two things that could have happened: 1. Etoiles vouching for a reset meant he talked to the admins more one-on-one over this. 2. The admins mentioned a server reset, and never detailed what that would revolve around. I personally think the second is more likely, as QStudios are somewhat... notorious? For being a little nebulous and not the best at communication for all streamers at once.
Ultimately I do think the server reset was a good decision, it encourages playing for people who were never able to get their foot in the door, and hopefully will make the server more active in the future. I also think the incentivizing for players to be farther apart ala Karmaland while create is off for the first few days is a good idea too, we don't need another Roier chunk that lags the hell out of the server being so close to spawn.
I think there's other parts that are less than desirable because they work poorly in practice (disabling all backpacks above iron unless purchased via... the new money system. The new money system in general. Punishing players for doing a bunch of backpacks as a storage system as if that isn't a fair playstyle because it's literally just a bunch of blocks on hand, it makes things more convenient I truly do not get the weird punishing behavior about backpacks. Not telling the players the list of nerfs/changes beforehand. Come on, I would love a Tubbo changelog reading stream. He'd have so much fun doing that.), however overall I am willing to wait another week or two to see how the admin team responds and fixes changes as they see them be interacted with. It's been three days, and there were a hell of a lot of changes.
127 notes · View notes
beastygames · 11 months
Text
Super System: Monster Evolution
I've always been a fan of the monster evolution genre, from games, to novels, to anything really, and since i've always also been a fan of What-ifs, i decieded to make my own monster evolution what-if game, hope you enjoy it.
------------------------------------------------------------------------------
Summary:
Under unexplicabel cirusmtances, you find yourself thrust into an unforgiving fantasy realm, teeming with unrelenting challenges and the harsh demands of survival. After an encounter on your late night shift in a backwater restaurant, have led you to an unconventional reincarnation, alongside an unlikely companion, a Super System of unknown origins.
As you navigate the world, you'll undertake quests, confront formidable beasts, and undergo a process of relentless evolution, all in the pursuit of one ultimate goal: survival.
You hold the power to shape your destiny in this harsh world. Will you conquer adversity, forge alliances, and rise to the very top of the food chain, or will you succumb to the relentless cruelty that engulfs you? The choices are yours to make, as you navigate the precarious balance between your fading humanity and the overpowering instincts that now course through your veins. ------------------------------------------------------------------------------ Features:
-Play as male, female, or nonbinary.
-Survive, gain traits, perks, and evolve
-A classification system that grades your power level and updates as you grow
-Try to unravel the mystery of the people who led you into your current situation
-Battle monsters, or run away if you can
-Your choice matter and will shape your personality and how you will react to world
-Trust the super system or completely reject it at your behest
-Forge romantic connections or build lasting friendships with four distinct characters you'll encounter on your journey through this world.
-Will you forego your humanity or embrace your new identity and become the monster you are destined to be? ------------------------------------------------------------------------------ Romance options: You can check them out here-> Forum post ------------------------------------------------------------------------------ Changelog: -> 24K words
-> 42K words
------------------------------------------------------------------------------ Possible implementations:
-Multiple starting species
-Multiple starting locations ------------------------------------------------------------------------------Links:
Demo
Discord
Patreon
138 notes · View notes
redstarforge · 3 months
Text
youtube
"Oil drips from foundry walls as the next simulacra stands. It bellows its first defiant yell as molten iron falls on it from above, encasing it in a dim orange glow that contrasts the icy yellow of its eyes. We pull a lever. Another stands. Another screams. We continue. Until we get it right."
After more than a year of intensive development, the largest update in the Doronai Nui’s history has finally arrived. Introducing DN version 0.11.0, featuring some much-needed system improvements and long-awaited additions!
Download version 0.11.0 of the Doronai Nui here: https://drive.google.com/file/d/1QKSMml1jcFCnIuy2bIqUs4o7zLfnFHYc/view?usp=drive_link
DN 0.11.0 changelog: https://www.redstargames.org/post/doronai-nui-version-0-11-0-is-now-available
32 notes · View notes
reticulating-splines · 10 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
Chez Cromwell: Redux - Pt. 1
Magical Victorian Cat Mansion. Redone.
Part I: Exteriors | Part II
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
So after the long-awaited addition of Infants and Ceilings to the game, I realized I should probably update my one furnished build (so far) for these features. Unfortunately I got carried away again and just ended up revamping the whole build from the exterior, to each individual room + some new ones! This version has also been more extensively play-tested over time with all age groups and pets, with some extra fire hazard and accessibility issues addressed.
It still has all the original Lot Features:
Victorian era historical build, fully playtested
Off-the-grid compatible
9 Bed / 6 bath
Library Greenhouse
Spellcaster's room
Outdoor smokehouse
Pleasure + kitchen gardens
Portal to the magic realm
Hidden cat room, litterroom, + catway system for Familiars
Staff/Servant's lounge w/ private stairs
Bedrooms for Butler, Nanny/Governess, and Maids
Lot size 30x40, fully landscaped
Cat Hangout, Peace and Quiet
Spooky lot challenge
As well as an extensive Changelog and list of New Features:
Revamped exteriors + interiors, roofs, and gardens
Ceilings for all rooms
Added even more windows somehow
Skylights for 3rd floor and wraparound verandah
Rooftop meditation-garden-yoga-summoning-circle
Portals! Small library located off the spell-room has been converted into the Portal Room with 3 portals leading throughout the house: one to the tower on the roof, one to the greenhouse in the back, and one to the third floor hall.
Moved Magic Realm Portal to rooftop garden
Put more cat doors everywhere, they enjoy using the catdoors and portals for zoomies
Sprinklers, alarms, and fire resistant flooring have been added around fireplaces.
Fireplace in the tower was removed for it's propensity to set the roof on fire and become unreachable and inextinguishable
Tower room has been converted into a Collections display room instead, a la sims 3
Portal in the tower/Collections room also makes potential burglaries more threatening, but if you’re an occult you’re expected to employ practical DADA techniques to avert this
Updated Nursery and Playroom for Infants
Redid terrain paint. Twice. Why tf does it just vanish randomly sometimes
NEW Magic Bean Hunt! Stump is located where the magic realm portal used to be and beans are strategically hidden around the lot. I'd love to see how long it takes for you to catch them all!
Washbasins for rooms without bathrooms now look like washbasins and are actually useable, both on and off grid
Added privacy hedges and lattices to backyard and fenced in chicken run
Potions Crafting Table added to Spell-room
Crafters Supply Cabinet added to Kitchen
Pocketed pocket doors
Secret Cat Room color scheme updated and cat-approved artwork added
Another Cat room added to 3rd floor
Magic Well has been shrunk
Rooftop area outside 3rd floor Study converted into rooftop Pavilion with chessboard and painting easel
Jack-and-Jill bathroom added for two of the third floor bedrooms
Toilet room removed and bath added for staff washrooms, for an equal 2-toilet/2-bath arrangement, which means the build now has a total of 7 full baths, and 8 toilets.
More crafting tables (fizz machine and candle maker) added to Staff Lounge
Yoga/Meditation Balcony for staff above greenhouse
Small telescope added to rooftop outside tower room’s new 2nd door
Garden lights around yard configured for power + off grid lighting
‘Bike racks’ added by front gate
New Library shelves seem to allow sims to retrieve books but not put them back. However this is actually a feature, not a bug, since now you can put the books back yourself on on the right shelves and keep things organized 🙃
Should now be consistently able to feed and be eaten by the Cowplant
Homey trait replaced by Gnome lot trait since there is a proliferation of gnomes
Requirements
Lot: 40x30, $752,005, 9 bed 8 bath, Cat Hangout, Gnome, Peace and Quiet, Spooky Lot Challenge
Packs - packs in bold are essential:
EPs - Cottage Living, University, Island Living, Get Together, Get Famous, Seasons, Cats&Dogs, Eco Living, City Living, Get to Work
GPs - Realm Of Magic, Jungle Adventure, Parenthood, Vampires. Strangerville, Spa Day, Outdoor Retreat
SPs - Paranormal, Laundry Day, Romantic Garden. Nifty Knitting, Vintage Glamour
Kits - Blooming Rooms, Desert Luxe
Patreon Download
Public: Available Dec 15th!
84 notes · View notes
the-jade-palace · 2 years
Text
Fin Fin on QEMU - v2.0 (Major Update)
6 Worlds
Tumblr media
For this first time in Fin Fin history.... all 6 worlds are playable in English.
Tumblr media
That's right... you can now meet not just Fin Fin, but Finnina and Fin Fin Jr.!
This release uses a modified version of the Taiwanese 6 Worlds version, and also includes a number of other modifications, such as modding in the Sound Recorder and Microphone Setup which are normally absent, adding in the sound effects from the US 5 Worlds edition, and adding in the 5 Worlds version of the Encyclopedia among other small tweaks.
At some point later on I'll make a post detailing how I did this for anyone interested. Its actually relatively simple, there just aren't exactly any resources out there for how to do it.
Tumblr media
Microphone Sensitivity Slider
The microphone sensitivity sliders in the Sound Recorder and Microphone Setup program were one of the only issues present in previous versions, and were one of the things I constantly tried to get working. However, despite a lot of time and effort, I could not get anything to work that didn't compromise other functions.
When functioning, all these sliders actually do is change the system Microphone sensitivity, rather than do anything specific to the game.
Tumblr media
Unfortunately, this means that it doesn't like to play nice with drivers if a device is being used that the game wasn't made with in mind.
So instead, I've just removed them entirely.
Tumblr media
Instead, a new shortcut has been placed on the desktop and in the start menu that can be used to adjust the microphone sensitivity.
Tumblr media Tumblr media
Mouse Integration
Tumblr media
Previously, mouse input would be captured and could not leave the window when using Fin Fin on QEMU.
Now, the mouse can go in and out of the window without issue and is accurate to the movement of the host machines mouse cursor.
Tumblr media
Decreased Size
Compared to the previous version, this release decreased the size from ~1.2GB down to ~750MB, a difference of ~450MB.
Most of this came from unnecessary setup files on the finfin.qcw drive. These probably could have been removed before, but at the time I didn't realize they were redundant.
Tumblr media
Credits and Info
A new shortcut has been added to the start menu that when opened, will display the credits for the project along with the changelog and version number. This document will also be available in the MEGA folder and in the masterpost.
Tumblr media Tumblr media
Shortcuts
Tumblr media
The desktop shortcuts have been updated to use a program called Nircmd for launching, rather than using MS-DOS, as it prevents the screen from going black and reloading whenever certain applications were launched. The icons were also rearranged slightly to include the new Microphone Sensitivity shortcut.
Along with this, a new shortcut has been added to the Fin Fin folder in the start menu, being Windowed mode. This is realistically kind of pointless but has one fun difference, being that while in 'Follow' mode, the camera will zoom in on Fin Fin.
Tumblr media Tumblr media
The download link can be found at the masterpost!
607 notes · View notes