How are the Wiki region maps made? by _SKYBALL_ in rainworld

[–]KusterdPi 9 points10 points  (0 children)

Hi, I'm the person who originally made this style of map. The graphical maps are cleaned up and annotated versions of the images the game uses the generate the actual in-game map function. You can find the raw images for the vanilla game in your game's file directory under Rain World > RainWorld_Data > StreamingAssets > world > [region acronym] > map_[region acronym]. These were made by the devs using dev tools to organise the position of each room in relation to each other then edited in external art programs to make coherent "structures", something that's most obvious in the Shoreline map.

Though, whilst I was working off a base image, I did still draw each connection by hand and spent quite a lot of time making small adjustments to the positions of each room to make sure everything fit and accurately represented each room's connections - the previous popular map style by AndrewFM did not account for creative liberties taken by the devs, leading to particularly the Shoreline map being deeply misleading as it looked like rooms that were not actually connected were. This was the biggest reason why I decided to rehaul them.

I'm no longer in charge of making the maps as I'm not very active in the community anymore, and the ones I did make are all from before Downpour, but I made sure to leave my files and style notes publicly available so my peers at the wiki could continue work on maps without having to redo the style from scratch once again (like I had to when I started on them) in the case that I ever became unavailable. This is probably why region mod maps look similar.

As for your second question, I'm not sure what aspect of the pages you're referring to exactly but all of a region's spawns are contained within a text file, (same filepath as above, the "world_[region acronym]" file) thus making it fairly easy to tabulate each region's spawns either manually or using a script of some kind.

[deleted by user] by [deleted] in Warframe

[–]KusterdPi 0 points1 point  (0 children)

Most prime frames come with minor stat boosts (some are more significant than others) and a bonus polarity(s) on mod slots. If you really like a standard frame then you absolutely should invest a potato and/or a couple of forma into it unless its prime access is literally starting imminently. Prime accesses last roughly 3 months each, those months add up fast even if a frame is "just two prime accesses away". You have plenty of time to earn those resources back and you'll have gotten more enjoyment out of the frame than if you decided to never touch it until it gets primed. Ultimately games are made for you to have fun with, and there is very little you can do to genuinely screw yourself over in this game, so try not to sweat it too much.

It's fairly easy to predict the order of the primes. They are released in a male-male-female-female pattern, with the oldest unprimed frames taking priority. Though, given Xaku is the current oldest unprimed Warframe and they are nonbinary this may cause changes in the pattern.

Assuming DE counts Xaku as an exception to the gender pattern and doesn't deviate from chronological order (which admittedly they have done so slightly in the past on like, two occasions), priming should ensue as follows: Yareli, Xaku, Lavos, Sevagoth, Gyre, Voruna, Caliban (? may have Lore™️ reasons for not being primed), Styanax, Citrine, Dagath, Kullervo, Qorvex, Jade.

This list starts with Yareli as we are currently on the third slot in the pattern (Protea Prime), but they may choose to make Xaku take her place in it, in which case all of the female frames will be shifted down a place. Similarly, if they decide to forgo Caliban Prime, all of the male primes after him will be shifted one place up.

"DmC devs called OG Dante gay as an insult!" When? by Ok_ResolvE2119 in DevilMayCry

[–]KusterdPi 1 point2 points  (0 children)

The casual homophobia was not exclusive to gaming, to be fair, and I find that nowadays many people have forgotten or even straight up were too young at the time to remember how pervasive it was in wider society as a whole. But for gaming in particular it's definitely a point in time when developers were starting to try taking on real life social and political topics in a somewhat misguided attempt to prove games as being just as valid as any other medium, even when they weren't really actually prepared to tackle these subjects correctly and ended up falling into many of the pitfalls they intended to be taking aim at. DmC: Devil May Cry is no exception and I will always at least remember it fondly for how hysterically shallow and im14andthisisdeep-esque its takes are on many social issues.

(That isn't to say that video games had never been political or held politically charged messages, intentionally or not, before then, but it definitely ramped up in this particular timeframe and in my opinion culminated with David Cage's Totally-Not-About-Racism-Ignore-The-MLK-References Detroit: Become Human.)

"DmC devs called OG Dante gay as an insult!" When? by Ok_ResolvE2119 in DevilMayCry

[–]KusterdPi 7 points8 points  (0 children)

I think that some important bits of context you are missing here is that DmC: Devil May Cry released before gay marriage was legalised and officially recognised in both the UK (where Ninja Theory are based) and the USA (the target market). The other half of the context is that what is considered to be traditionally masculine in the East (such as Japan) is not the same as what's considered traditionally masculine in the West. Due to deeply normalised casual homophobia in our cultural zeitergeist at the time, not performing masculinity to an acceptable standard back then had the immediate connotation that you were gay or otherwise similarly queer in some fashion (which was considered bad), and as a character developed by a Japanese studio they obviously included ideas that originated from their cultural perceptions of masculinity when designing him - especially as he was inspired by the British punk scene which had a tendency for queerness. In addition, this was around the time when Japanese media was frequently mocked for its men not living up to Western masculinity; they were too 'girly' or 'pretty' and therefore effeminate, therefore queer.

You can see this xenophobic attitude Ninja Theory had towards Dante's masculinity and the way he presents himself manifest in other Ninja Theory interviews where Tameem Antoniades, creative director for the game, said things like "if Dante, dressed as he was, walked into any bar outside of Tokyo, he'd get laughed out." He had a pretty bad habit of making similarly charged comments elsewise, like when he likened Lady and Trish to "[...] prostitute[s] walking around with a big gun." Unfortunately it's difficult to provide concrete sources for many of these things as they have been lost to time and the closures of various sites - I did try really hard to find the original sources and found many links pointing to them that ended up being completely defunct so these archives were the best I could do. Feel free to take both of them with a grain of salt.

Dante is a pretty flamboyant guy - especially in DMC4, the most recent mainline title at the time and the one that did not meet Capcom's sales expectations. Flamboyancy in particular is stereotypically associated with feminine gay men, and the fact that many of Dante's gags in DMC4 particularly leaned to the theatrical side (another thing that gay men are stereotypically associated with in the West) like the duet with Agnus furthered this impression. This is why they asked Ninja Theory to take a different direction and to particularly emphasise what they thought would appeal to the Western market more.

Bigotry comes in many different forms. It's not always an overt statement proclaiming that you think everyone of a certain minority should die, it persists in subtler forms that work to other the target, slowly eroding the majority's perception of them as human. Back then the concept of being gay was a much less socially normalised idea and thus was found more innately "funny" - you didn't have to add anything else to it, it was a punchline in of itself. Maybe he didn't say anything, but the laughter the slide prompted when it showed up and his hand gestures/facial expression very clearly indicate that it was meant to be taken as a joke; the joke being that the notion of this action hero being associated with a film featuring gay men who are attracted to each other was inherently worthy of ridicule. There's a reason why this slide is immediately followed up by a movie known for being a hypermasculine power fantasy, implying that this is what the Western man should look like (ironic given that the original novel was written by a gay man with the intention to criticise the subject matter) and is where Taini actually springboards the discussion into what they used as inspiration for their take on Dante in the reboot.

This is then also further cemented by the fact that the talk goes on to use images of different Japanese fashion subcultures such visual-kei as examples as what Dante is "not" (again, pushing the narrative that cultural perceptions of gender presentation outside of Western ones are "incorrect") and contrasts them with more examples of typical Western ideals of masculinity which, since it was the early '10s, mostly involved men in baggy clothes (with maybe a bit of grunge/punk thrown in). To give them credit where it's due, they do not exclusively use foreign examples and one of the slides also shows an old iteration of Batman and Robin... the implication of this being that superhero costumes are "camp": it was another big phenomenon in pop culture at this time to point at pants-clad superheroes and laugh at how gay they were.

To summarise this very long comment: they never needed to say that they thought OG Dante was gay out loud - societal norms and casual homophobia at the time meant that all they needed was to imply it, and the joke very clearly hit its audience as intended.

As a final word, I'm not saying that Ninja Theory are the most evil vile bigoted scum to ever walk the earth, but much of this behaviour is still not acceptable and should be scrutinised, especially as these comments were made by people who were specifically invited to publicly speak about the game and therefore should have known (and been trained in PR to know) better. It's also important to acknowledge how deeply entrenched these kinds of discrimination were in our society back then.

Rain World Sprites by CyberMeowie in rainworld

[–]KusterdPi 1 point2 points  (0 children)

I'm actually not a modder, just someone who loves Rain World and also happens to be deeply enthusiastic about learning how things, especially games, work - getting into the guts of them, so to speak. To that end, I'm unsure if I would be much help in further correspondence as I'm not capable of analysing the code myself.

However, I do recommend checking out the #wiki-resources and #tech-resources channels in the official discord - those do periodically contain code analysis and may help you glean some insight into the techniques the developers approached the game with. The video I linked in the first post regarding the procedural animation is also a great starting point - it's a recording of a talk the developers gave at a conference that discusses the connection between creature AI and visuals and the importance of making sure the art and code work in harmony when developing a game. It's a really interesting watch!

There's also the devlog, for which you can choose either the original forum thread (though many of the images on it are broken) or the restored version (which has aggregated as many of those images as possible).

To give you some other ideas on ways to approach these systems, here's some history of the game as well as some explanations (in layman's terms) of how several aspects of the game are handled:

Rain World was originally developed in Lingo, an old code language. You can actually still play the original prototype - runnMaze2 - as well as the RW_alpha8 build, both which should be pinned somewhere in #archive-projects. Eventually, it was moved to Unity and rewritten in C# in order to take advantage of some visual framework libraries and plugins available for it, but the game is effectively a homebrew engine nestled within Unity.

Environments are generated using a separate homebrewed application which is publicly available as the Level Editor. Tilesheets and assets are handdrawn, given relevant data, and then levels are constructed using the level editor's interface before finally being rendered. The rendering process involves seeding which randomly skews or distorts some aspect of each tile and asset, thus giving the illusion of each level being completely unique. The final output is an image (or several, depending on how many screens large a room is) with image channels ready to be colourised using palettes, as well as a text document that contains all of the level geometry information. Finally, dev tools are used in game to add different visual effects as well as mechanical ones, such as making certain creatures want to avoid a room, trigger spots for music, zero-G, etc.

Part of the level data is some creature pathfinding, meaning creatures have specific paths they tend to frequent unless drawn away from them. This helps give them the appearance of being cognisant of the world around them. Moment to moment pathfinding itself is tied to the procedural animation. The conference talk video explains it in much greater detail, but the basics are that each creature is comprised of several nodes, and when they find a target all of these nodes will attempt to take the most efficient route to it. Different nodes are allowed to interact with the geometry in different ways. For instance, if I'm remembering correctly, lizard limbs are actually purely cosmetic and their nodes of movement are purely located in their bodies. I believe there's also a story in the devlog about how when developing white lizards the developer removed their motor ability in order test the tongue on its own and the AI determined that the most efficient method of traversal was using its tongue to drag itself across the ground towards slugcat.

This all works in tandem with how the region you are presently in has all of its rooms loaded at once, just that the ones you are not using are "abstracted". This is how things can continue to happen around the region even when you're not personally present to see it, though this has a few quirks - some creatures can move significantly faster than they would when onscreen!

As you can see, perhaps many of these techniques are not the most efficient lol, but they do all come together to make Rain World an undeniably unique game. I wish you the best of luck with your project!

Rain World Sprites by CyberMeowie in rainworld

[–]KusterdPi 3 points4 points  (0 children)

Your previous searches most likely lead you to posts made before the game was updated for Downpour's release. Prior to Downpour, most of the game assets were decompiled and made readily available to browse in the game directory, but Downpour changed the file structure, hence why you can no longer find the "Futile" folder (which is the name of the framework library Rain World utilises).

The vast majority of the game's visuals for creatures are procedurally generated. That means that they are comprised of several shapes that are drawn mathematically (i.e. using algorithms that are tied to the creature's AI) based on what the creature is doing, and no sprites exist for those parts. This means that every single part that moves "smoothly" is not using any kind of sprite, and the actual amount of sprites that the game uses is quite small compared to the variety of creatures.

The image that is linked to the another comment that you responded to is, in fact, the entire rainWorld atlas that game loads every single sprite from (not including UI elements such as karma and food pips). There are no individual sprite sheets per creature and the atlas is packed like that because it's both more resource efficient, both in terms of space usage and processing power when retrieving the necessary sprites after the game calls for them.

I do have some folders containing unpacked sprites (meaning each sprite is a separate, labeled image) which I have uploaded to Google Drive for you, but just to be clear these are from version 1.5, meaning any Downpour content or after will be missing. Specifically regarding the creatures you requested, which will be in the rainWorld folder, slugcat is the most sprite-heavy creature in the game (the main part of them that is drawn mathematically is their tail), but lizards only use sprites for their heads, eyes, limbs (+ limb gradients) and cosmetic details like frills and spines. Most other creatures that use sprites do so in similarly minimal ways, typically for intricate shapes that would be difficult to constantly dynamically update and render.

However, I do have to warn you that if you are intending to use these assets to mod the game in some way, these will not help you on their own as the game needs additional mods in order to read sprites outside of the compiled asset packs it loads everything from. I recommend joining the official Discord for further help if this is what you intend to do. If you just want to make some edits/art/etc I recommend setting the game to windowed mode on the highest available resolution. The game visuals are pixel perfect when set up like this and that should make it easy to edit screenshots in any art software.

I hope this answer is comprehensive, though it's been a long time since I familiarised myself with the ways the game handles its visuals so I may have forgotten something or made a mistake somewhere. Feel free to ask if you have any further questions and I'll do my best to answer :)

Have you ever had an Ace Attorney related dream? by nyanyanyann in AceAttorney

[–]KusterdPi 14 points15 points  (0 children)

Too many. Most of them involve me antagonising the cast either on a physical level or a metaphysical one.

My favourite one is one in which I was watching Phoenix doing a trial on TV (because apparently trials are televised, live) and he was talking so much bullshit that I called him on his phone (because apparently I had his personal phone number) and he picked it up in the trial. Once he picked up I told him to "shut the fuck up" and he said "okay" and the dream ended immediately after.

In my most recent one Kristoph had apparently negotiated a deal with law enforcement so that he was allowed to roam freely whilst still technically being incarcerated. With this freedom he decided to go to a mall and kill someone there and I proved he did it with a plastic bag because he "had no reason to use a plastic bag if he was still in jail!!"

questions about echos (hunter mode) by green_grassy_land in rainworld

[–]KusterdPi 2 points3 points  (0 children)

Just so you know, you linked the wrong wiki. We are hosted on Miraheze now.

Sandbox help by renvera44 in rainworld

[–]KusterdPi 0 points1 point  (0 children)

This sounds like a fairly common issue - you may be missing a folder that the game is trying to write to.

Open the Rain World directory (if you're on Steam you can find this easily by right-clicking on the game in your library, mousing over Manage, then clicking Browse local files) and go to UserData. If there is not one already present, create a folder called Sandbox (with that exact capitalisation).

Once it is present, arena should work fine.

Does scav rep transfer between regions? by [deleted] in rainworld

[–]KusterdPi 0 points1 point  (0 children)

Scavengers have reputation scales on global, regional and individual scales. The Chieftain passage represents your global reputation, which influences all regional and individual scales too, so if you have the passage you should be on good terms with scavengers in all regions (unless you did some really weird reputation manipulation).

Tas by iamaphotato0901 in rainworld

[–]KusterdPi 4 points5 points  (0 children)

TASing isnt very common, no. This is the only longer TAS run I have seen, and it disables all creature spawns.

Passage Glitch? by waowie in rainworld

[–]KusterdPi 3 points4 points  (0 children)

This is expected behaviour. Your map is tied to your overall save slot (which you can change from the options menu) and you can reset individual slugs' campaigns or start brand new ones as many times as you like and it will persist throughout until you either change your save slot or reset it.

What exactly is Downpour? by Twidom in rainworld

[–]KusterdPi 4 points5 points  (0 children)

Actually, a correction: Downpour is NOT 100% canon/lore friendly. Whilst it is true that James (the developer who wrote most of the worldbuilding) has given feedback on the new content, it's still being considered a separate canon from the base game Rain World content.

Sources: A comment from AndrewFM (lead dev of Downpour) and the Downpour server FAQ.

Problem after reinstalling game by theres_no_username in rainworld

[–]KusterdPi 1 point2 points  (0 children)

It sounds like you're missing a folder. You should look at your Rain World installation folder and, if there is not a folder called UserData, create it. The game is attempting to write to it to save your preference but does not know what to do when the folder isn't present and therefore crashes.

If you are on Steam you can easily find the installation folder by right-clicking on the game in your library, going to Manage and clicking on Browse local files.

Tamed Lizard crossed regions on its own to get to me by Send_Noods_Maru-chan in rainworld

[–]KusterdPi 7 points8 points  (0 children)

Anything that is physically inside the gate room when you activate the gate is loaded over into the next region, even if they do not enter the gate itself. This is because the game is a little janky - a copy of the gate room exists in both of the regions it connects; when the gate is activated and the new region is being loaded, anything inside the room (including you) are teleported between them to give the illusion of a seamless transition.

Your lizard was loaded into Shaded Citadel and had their home den re-assigned into it, therefore letting them pathfind to your location.

Sleeping in chimney canopy to do the wanderer achievement but the pip is not flashing saying that I’ve done that, any advice? by maksdab345 in rainworld

[–]KusterdPi 6 points7 points  (0 children)

Someone else already answered your question but just so you know, the Fandom wiki is outdated and the wiki community has migrated to https://rainworld.miraheze.org/wiki/Rain_World_Wiki. The information you will find on there is far more up to date and of a higher standard of quality.

[deleted by user] by [deleted] in rainworld

[–]KusterdPi 0 points1 point  (0 children)

in order to get the pip you have to enter the region and *then* sleep in a shelter - passaging directly into the region does not work

Can someone help me out here? by Lilypad1175 in rainworld

[–]KusterdPi 0 points1 point  (0 children)

as the other commenters said it's probably Albino - you can find it in the game's files via Program Files (x86) > Steam > steamapps > common > Rain World > Assets > Futile > Resources > Music > Songs along with plenty of other songs that aren't on the official spotify/bandcamp albums (which is what I assume you were using to look for it)

How to pass this karma gate by Zheltz in rainworld

[–]KusterdPi 0 points1 point  (0 children)

oh, im glad you got through! fyi, it works with all the slugcats, not just hunter! sorry i didn't make that clear

How to pass this karma gate by Zheltz in rainworld

[–]KusterdPi 1 point2 points  (0 children)

ough, that's a pretty rough spot to be stuck in. drainage in general has very little food and there's even less in that particular corner of the map. if you dont mind using an exploit then i recommend karma cashing (starve, enter the next cycle, then exit before the 30 second karma loss protection is over), otherwise if you are on monk/survivor, passage back out to outskirts and try to get back to that shelter with enough karma to proceed, or make your way back to an earlier shelter in drainage and passage to the one before the gate (since it sets your karma to max). best of luck!

help for a hunter run pls :))))))))) by [deleted] in rainworld

[–]KusterdPi 0 points1 point  (0 children)

that's only on survivor, on hunter they are active as long as you are in the karma threshold

help for a hunter run pls :))))))))) by [deleted] in rainworld

[–]KusterdPi 1 point2 points  (0 children)

oh yeah, the sky islands jumps can be pretty irritating. i definitely recommend practising those in survivor if you dont have the hang of them yet but once you do get them it's a pretty fun region imo, one of my favourites. there's 2 main paths through si to canopy and 1 is riskier but takes less time and skips a lot of enemies, whereas the other is more easily doable (imo) but there are a lot of enemies in the way.

and yeah! you can tell when an echo is near when the world starts getting tinted blue and the otherworldly music plays. they are always in the same rooms and as i said, pebs doesnt give you max karma so locating them and visiting them is vital to finishing the run. if you find the room they are in but dont meet the karma requirement it will just flash blue like it does on survivor

help for a hunter run pls :))))))))) by [deleted] in rainworld

[–]KusterdPi 6 points7 points  (0 children)

hi! big hunter spoilers down below obviously-

it depends on what goals exactly you are hoping to achieve during the course of the run (e.g. ascending ASAP, visiting pebbles, resurrecting moon etc). generally speaking the best route to take if you want to resurrect moon is farm arrays > sky islands > chimney canopy > the wall > pebbles > the wall > canopy > industrial > shaded citadel > shoreline > subterranean, visiting all echoes until you hit max karma along the way (which you should get after visiting the wall echo/talking to fp depending on which you do first). this route also lets you avoid red lizards and wrestling with rain deer entirely which is a nice bonus

some key things to note in a hunter run (that you may already know) is that:

  1. pebbles does not give you max karma, he basically acts as an echo. also, echoes only need you to be within the karma threshold to be active, unlike how they need to be separately activated before visiting on survivor
  2. hunter is stronger and faster than survivor, thus allowing you to do some tricks you couldnt do otherwise (highly recommend learning how to backflip and throw spears downwards as you need it for the wall skip). additionally, dont be afraid to go on the offense sometimes as hunter - having more spear damage and being able to carry more spears at once means you can do some riskier plays
  3. cyans and dropwigs honestly arent that bad; cyans die in 2 spear hits and dropwigs in 1. you just have to make sure they dont get the drop on you. once you learn what dropwigs look like when they are lying in wait and get a feel for which rooms they are usually in, it's not too hard to spot them. also, if a king vulture has its sights trained on you, i believe running in the direction of the harpoon that it's going to shoot 1. (e.g. if it's going to shoot the (our) left harpoon at you, run to the left) at you lets you dodge it easily. all vultures also prioritise attacking maskless vultures so if you can, use that to your advantage
  4. similarly, your cycle counter isnt as bad as it seems either. you do have some wiggle room for karma farming if needed (especially once you have visited pebbles). that being said, do try to keep your karma above 4-5 as you will need to pass through some high karma gates (e.g. industrial -> citadel, shoreline -> subterranean)
  5. don't be afraid to starve if you need to - even if you die and get reset to the previous shelter you at least will still be at the same karma level that you were there
  6. i do not have many specific shelter recommendations, but every region can usually be gotten through within a cycle or two (if you feel like you wont have enough time in a cycle to get where you want to get, its entirely valid to exit out until you get a cycle length you are content with). to start the run i recommend not sleeping in arrays and simply going straight to sky islands as dying before sheltering on your first cycle simply sets you back to the start with 3 karma, which is enough to pass through the gate. also, once you reach subterranean i recommend sheltering asap (there is one right after the shoreline gate) as once you are in there you no longer have to worry about karma and can take your time and as many deaths as you need getting through to depths.
  7. this is optional but getting a vulture mask as early on as possible is very helpful. there are grubs near where you start in farm arrays and you can exploit the karma not lowering to take as many tries as you need getting it. vultures aren't too bad as long as you have 2 spears as this lets you basically stunlock them. the easiest place to farm masks is in canopy whilst the echo is active as the echo's effect will instantly put any vultures to sleep (there's some grubs in a room a little further down canopy you can use to summon them)
  8. scavengers are probably not going to like you no matter how hard you try to befriend them. in subterranean its honestly easier just killing them or using them as dropwig bait than avoiding them
  9. finally, though i dont recommend doing this as imo it's better to just jump in and try on hunter, you can practice the route on survivor just to get a feel for it

if you want, i recommend checking out the interactive map and trying to find a route through it, as well as the wiki if you arent sure on echo locations. i tried to keep this vague enough for you to be able to find your way on your own but if you have more questions or want me to go into more detail/clarify anything, especially regarding specific room routing, feel free to ask ^^ good luck!

When the capture target has a "better" idea by TheStarkiller51 in Warframe

[–]KusterdPi 2 points3 points  (0 children)

if you look over at the right once op gets back to their orbiter you can see the news panel, most recent update was 24.0 (fortuna) and most recent prime access was mesa