rxi

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GitHub stars82
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036912Oct 4Oct 18Nov 2
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3posts
Nov 30 posts
  1. This is extremely informative! Thank you very much! It might be helpful to add your comment to the GitHub repository so people can find it in the future. rxi's MicroUI is a similar (but human-written) project whose interface is immediate-mode; it supports overlapping windows, which is trivial in retained mode (now that we have CPU to spare) but a little bit tricky in immediate mode. rxi/microui is about 1500 lines of C. I'm especially impressed with your perseverance in the face of such low-quality commentary.

  2. Reddit · · r/Modding · u/Downtown_Chemical771 · rxi/json.lua

    I made a Living World mod for Echoes of Aincrad: persistent NPC parties, guilds, progression and six skill slots I've released EOALivingWorld V0.1, a UE4SS-based Living World mod I've been building for the PC version of Echoes of Aincrad. The aim is to make Aincrad feel inhabited by other adventurers with relationships, goals and progress of their own—people you can get to know and travel alongside. There is a free Community edition, plus paid Supporter and Beater Preview editions. Here's what the systems do across the editions, followed by what each download includes. Meet people and build your party - Persistent adventurers: NPC identities, friendships and progress carry forward between sessions. New worlds generate their own cast and guild combinations rather than copying my save. - Conversations and friendship: approach added adventurers and use Talk to build relationships, add friends and invite available companions. Their current activities can affect availability. - Friends and Party menus: manage your relationships and accepted companions through the Tab/pause menu, with status cards showing their information. - Companion progression and equipment: adventurers earn XP, level up and improve their stats. Recorded encounters and eligible loot drive equipment upgrades, so they can replace weaker armor and equip stronger weapons of their existing weapon type. - Permanent NPC death and Remembrance: added adventurers can die permanently, whether guild members or unaffiliated. Fallen friends remain in Friends → Remembrance. You can turn future permanent deaths off in Gameplay settings; native story characters follow their own rules. Parties with lives beyond yours - Roaming field parties: encounter groups pursuing ordinary hunts and boss objectives, including guild groups, unaffiliated adventurers and mixed parties. - Persistent background progression: distant activity is simulated without keeping every NPC physically loaded. Different personalities and activities produce different progression rates rather than making everyone match your level. - Teleporters and safe zones are part of NPC life: parties gather at town terminals before heading out, teleport between town and the field, stop at safe zones to rest, and return from their adventures. Traffic varies with their activities, so you can catch a group preparing to leave or arriving back in town. - Objectives give parties a reason to be there: groups can be grinding ordinary enemies or hunting bosses, with their levels, personalities and guild preferences shaping what they pursue. Your companions follow your group while unrelated parties continue their own activities. Join a guild—or build one - Guild membership: inspect guilds and members, then speak to a Guild Master, Assistant Guild Master or recruiter to request membership. Recruiting preferences help shape each guild. - Create your own guild: visit Guild Services in the inn. Founding requires level 10, 10,000 Col and no current guild membership. - Design your crest: combine emblems, backings, colors and accents, with a preview as you edit. - Separate guild and recruiting focuses: choose the activities your guild favors and the kinds of adventurers its officers seek. - Leadership and contributions: inspect member stats and accomplishments, assign officer billets and manage guild information. Guild Masters, Assistant Guild Masters and recruiters can recruit. Transfer leadership before leaving as a leader. - Guilds change over time: NPC-led guilds recruit new members, people can leave, and members can die when permadeath is enabled. Vacant officer billets are filled through periodic votes and replacement decisions, including replacing a fallen leader. Recruitment preferences, member progression and contributions help shape each guild's future. Combat, bosses and exploration - Six equipped sword-skill slots: I've expanded the setup to six sword-skill slots, configurable through the Sword Skills menu, with keyboard/controller support across all six weapon types. - Adjustable SP costs and cooldowns: choose skill costs of 25%, 50%, 75% or 100% of native SP cost, and cooldowns of 25%, 50%, 75%, 100%, 150% or 200% of native timing. The defaults are 50% SP cost and 100% cooldown. Tune skill use separately from enemy and boss HP to find the battle length you enjoy. - Explore side quest: Explore is an added side quest that opens the whole floor map for free exploration, rather than limiting the outing to a story quest’s route. Select Explore from the terminal’s side-quest list. - Repeatable Ark encounters: supported Ark bosses are present in the field and return after a ten-minute cooldown. Story encounters retain their quest-specific progression. - Anime HUD with levels: follow your party and boss health through the anime-style presentation. - Population and HP settings: adjust town density, roaming field caps of 0, 8, 12, 16 or 20, and separate enemy/boss HP multipliers. Your own companions are separate from the roaming cap. HP defaults to the game's native value at your selected difficulty. More details you can see in play - Ultrawide HUD layout: the minimap and objectives follow the actual screen edges, with resolution-change handling instead of staying inside a narrower layout. - A varied starting world: Supporter and Beater new worlds generate roughly 500 persistent adventurers with varied starting levels, independent players and established guilds of different sizes. Only a density-limited selection is physically loaded at once. - Guild contributions that add up: one party of guildmates defeating a boss counts as one guild boss event, while each participating member receives individual participation credit. - Recruiting preferences matter: officers consider experience, relationships and recruiting focus. Veteran-focused and newcomer-friendly guilds seek different adventurers. - Ambient conversations and combat callouts: adventurers can talk while standing together or travelling together, and use combat-related lines during a fight. - Clearer social cards and menu controls: sectioned, scrollable status cards show adventurer stats and relationships, with guild accomplishments and member contributions in the guild screens. Keyboard, mouse and controller controls support browsing, paging and menu-camera inspection. Choose your edition - Community — free: up to 20 added town adventurers at a time, conversations, friendship, Friends/Party menus, Explore, Anime HUD with levels and optional NPC permadeath with Remembrance. Bring up to three combined native/recruited companions, subject to quest rules. - Supporter — paid: adds roaming parties, the broader living-world progression and guild systems, expanded skills and adjustable population/combat settings. Arrange companions through Party and review the accepted roster on the original departure screen. Supports up to ten people including you, where the quest permits. - Beater Preview — paid: includes the Supporter systems plus the expanded departure selector, with portraits and status information for native companions and eligible friends. Select multiple native companions alongside recruited friends, within the same ten-person total. Beater members will also be first to test the PK (player-killing) system currently in development, along with other planned features as they become ready for testing. PK is upcoming, not part of this release. Performance and installation Roaming NPCs and larger fights are currently performance-heavy. I'm actively retrofitting the NPC systems to improve performance and support more adventurers in the field. Navigation and other gameplay fixes will continue through updates. Read START-HERE.txt in the download: install the supported UE4SS loader once, then run the included installer and launch normally through Steam or the original executable. The packages include uninstallers and manual instructions. Install one edition at a time, and back up your saves and existing mod data first. For clearer anime-style menus, try FXAA instead of TSR. Free Community download · Edition guide and all downloads I'd love to hear how your world and parties turn out. For bug reports, include your edition/version, map or quest, party size, population settings and what happened just before the issue. Credits & Dependencies - eluwave — Echoes UE4SS: the game-compatible loader used by Living World. - UE4SS contributors: the underlying Unreal Engine modding framework. - rxi — json.lua: the bundled JSON library. Its MIT copyright and license notice are included in the download.

    2 points
  3. Reddit · · r/EchoesofAincrad · u/Downtown_Chemical771 · rxi/json.lua

    Echoes of Aincrad Living World V0.1 — persistent adventurers, recruitable parties, living guilds and more I've released EOALivingWorld V0.1, my Living World mod for the PC version of Echoes of Aincrad. The aim is to make Aincrad feel inhabited by other adventurers with relationships, goals and progress of their own—people you can get to know and travel alongside. There is a free Community edition, plus paid Supporter and Beater Preview editions. Here's what the systems do across the editions, followed by what each download includes. Meet people and build your party - Persistent adventurers: NPC identities, friendships and progress carry forward between sessions. New worlds generate their own cast and guild combinations rather than copying my save. - Conversations and friendship: approach added adventurers and use Talk to build relationships, add friends and invite available companions. Their current activities can affect availability. - Friends and Party menus: manage your relationships and accepted companions through the Tab/pause menu, with status cards showing their information. - Companion progression and equipment: adventurers earn XP, level up and improve their stats. Recorded encounters and eligible loot drive equipment upgrades, so they can replace weaker armor and equip stronger weapons of their existing weapon type. - Permanent NPC death and Remembrance: added adventurers can die permanently, whether guild members or unaffiliated. Fallen friends remain in Friends → Remembrance. You can turn future permanent deaths off in Gameplay settings; native story characters follow their own rules. Parties with lives beyond yours - Roaming field parties: encounter groups pursuing ordinary hunts and boss objectives, including guild groups, unaffiliated adventurers and mixed parties. - Persistent background progression: distant activity is simulated without keeping every NPC physically loaded. Different personalities and activities produce different progression rates rather than making everyone match your level. - Teleporters and safe zones are part of NPC life: parties gather at town terminals before heading out, teleport between town and the field, stop at safe zones to rest, and return from their adventures. Traffic varies with their activities, so you can catch a group preparing to leave or arriving back in town. - Objectives give parties a reason to be there: groups can be grinding ordinary enemies or hunting bosses, with their levels, personalities and guild preferences shaping what they pursue. Your companions follow your group while unrelated parties continue their own activities. Join a guild—or build one - Guild membership: inspect guilds and members, then speak to a Guild Master, Assistant Guild Master or recruiter to request membership. Recruiting preferences help shape each guild. - Create your own guild: visit Guild Services in the inn. Founding requires level 10, 10,000 Col and no current guild membership. - Design your crest: combine emblems, backings, colors and accents, with a preview as you edit. - Separate guild and recruiting focuses: choose the activities your guild favors and the kinds of adventurers its officers seek. - Leadership and contributions: inspect member stats and accomplishments, assign officer billets and manage guild information. Guild Masters, Assistant Guild Masters and recruiters can recruit. Transfer leadership before leaving as a leader. - Guilds change over time: NPC-led guilds recruit new members, people can leave, and members can die when permadeath is enabled. Vacant officer billets are filled through periodic votes and replacement decisions, including replacing a fallen leader. Recruitment preferences, member progression and contributions help shape each guild's future. Combat, bosses and exploration - Six equipped sword-skill slots: I've expanded the setup to six sword-skill slots, configurable through the Sword Skills menu, with keyboard/controller support across all six weapon types. - Adjustable SP costs and cooldowns: choose skill costs of 25%, 50%, 75% or 100% of native SP cost, and cooldowns of 25%, 50%, 75%, 100%, 150% or 200% of native timing. The defaults are 50% SP cost and 100% cooldown. Tune skill use separately from enemy and boss HP to find the battle length you enjoy. - Explore side quest: Explore is an added side quest that opens the whole floor map for free exploration, rather than limiting the outing to a story quest’s route. Select Explore from the terminal’s side-quest list. - Repeatable Ark encounters: supported Ark bosses are present in the field and return after a ten-minute cooldown. Story encounters retain their quest-specific progression. - Anime HUD with levels: follow your party and boss health through the anime-style presentation. - Population and HP settings: adjust town density, roaming field caps of 0, 8, 12, 16 or 20, and separate enemy/boss HP multipliers. Your own companions are separate from the roaming cap. HP defaults to the game's native value at your selected difficulty. More details you can see in play - Ultrawide HUD layout: the minimap and objectives follow the actual screen edges, with resolution-change handling instead of staying inside a narrower layout. - A varied starting world: Supporter and Beater new worlds generate roughly 500 persistent adventurers with varied starting levels, independent players and established guilds of different sizes. Only a density-limited selection is physically loaded at once. - Guild contributions that add up: one party of guildmates defeating a boss counts as one guild boss event, while each participating member receives individual participation credit. - Recruiting preferences matter: officers consider experience, relationships and recruiting focus. Veteran-focused and newcomer-friendly guilds seek different adventurers. - Ambient conversations and combat callouts: adventurers can talk while standing together or travelling together, and use combat-related lines during a fight. - Clearer social cards and menu controls: sectioned, scrollable status cards show adventurer stats and relationships, with guild accomplishments and member contributions in the guild screens. Keyboard, mouse and controller controls support browsing, paging and menu-camera inspection. Choose your edition - Community — free: up to 20 added town adventurers at a time, conversations, friendship, Friends/Party menus, Explore, Anime HUD with levels and optional NPC permadeath with Remembrance. Bring up to three combined native/recruited companions, subject to quest rules. - Supporter — paid: adds roaming parties, the broader living-world progression and guild systems, expanded skills and adjustable population/combat settings. Arrange companions through Party and review the accepted roster on the original departure screen. Supports up to ten people including you, where the quest permits. - Beater Preview — paid: includes the Supporter systems plus the expanded departure selector, with portraits and status information for native companions and eligible friends. Select multiple native companions alongside recruited friends, within the same ten-person total. Beater members will also be first to test the PK (player-killing) system currently in development, along with other planned features as they become ready for testing. PK is upcoming, not part of this release. Performance and installation Roaming NPCs and larger fights are currently performance-heavy. I'm actively retrofitting the NPC systems to improve performance and support more adventurers in the field. Navigation and other gameplay fixes will continue through updates. Free Community download · Edition guide and all downloads I'd love to hear how your world and parties turn out. For bug reports, include your edition/version, map or quest, party size, population settings and what happened just before the issue. Credits & Dependencies - eluwave — Echoes UE4SS: the game-compatible loader used by Living World. - UE4SS contributors: the underlying Unreal Engine modding framework. - rxi — json.lua: the bundled JSON library. Its MIT copyright and license notice are included in the download.

    123 points · 27 comments
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  1. liteBest: 2nd by stars, 692 stars011
  2. dyadBest: 2nd by stars, 349 stars010

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  1. #2 by starsDaily trending
    692 stars
    lite
  2. #3 by starsDaily trending
    665 stars
    lite
  3. #2 by starsDaily trending
    349 stars
    dyad

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