Update: Methman Memorial February 3, 2024
We recently received some sad news. Methman, a friendly pillar of our community and Discord moderator, died late last fall.
The One Hour One Life community has been remembering him in various ways this week.
His primary online handle was MaDc0w, and I just recently learned where the "Methman" nickname in the OHOL community came from. Mofobert designed an "OHOL Portrait" of MaDc0w using the Editor, and MaDc0w loved this hilarious image so much that he adopted it as his Discord icon. MaDc0w thought that this wacky OHOL character with the red cape looked like he was high on meth, so the name Methman was born.
Here is a direct quote from the email that I received from his friend:
Now that the family has had a couple months to grieve we are providing the following statement in one of his online communities. I pass this information on to you so you can choose to make a statement or have a remembrance as well.
It is with deep sadness that we announce the loss of MaDc0w, a friend so close to us that they are considered family. He unfortunately passed suddenly and untimely in the morning on November 30th while in his home. He lived an amazing life with a love of Technology matched by few. MaDc0w was a leader in our community and will be missed by all. Rest in peace, Methman. You will be missed.
| Update: Big Soil January 17, 2024
A small mid-week update this week. You can now pile baskets of soil, just like you can with baskets of charcoal. There's also been a gotcha fixed with worm farming: taking the last worm from the wormy soil pile no longer permanently ends the worm farm, since you can put the worm right back in if you've removed it by mistake.
I also spent a good chunk of time this week ironing out the details of AHAP and starting to implement it. You'll hear more about this soon.
Tomorrow, I'm heading out to Utah for the premier of the documentary Eternal You at Sundance, which is in part about Project December, my AI side-project. More details here:
https://festival.sundance.org/program/film/6569ff9efac9f46f45c03c81
I'll be back early next week to resume work on One Hour One Life.
| Update: Power Edit January 13, 2024
A bunch of improvements to the Editor this week.
First of all, along with loading mods, which are temporary, the Editor can now import content permanently. You can either replace objects content (similar to how mods are loaded, but permanently) or add entirely new objects. To import, drop an OXZ file into the new import_add or import_replace folder. The idea here is that people who are working together on new content can easily share their work with each other.
The various pickers in the Editor now support searching by ID numbers in addition to name text.
Next/Prev paging in the pickers works more sensibly when holding CTRL and SHIFT for bigger jumps (jumping by 25 on CTRL, 125 on SHIFT, and 625 on CTRL+SHIFT).
You can also search using a new field=value, field>value, or field10 will find all food objects that are worth more than 10 food. Searching for MapP>0 will find all objects that occur naturally on the map. Almost all of the text field and checkbox names in the Editor can be used as part of this new search syntax.
There's also a new contentSettings folder, which ships as part of the content updates, to cover settings that are content-specific. Before, all settings shipped as part of the platform-specific binary client updates. This meant, for example, that when adding a new emote, both the content (for the emote's appearance) and the binary client (for the emote's settings) would have to receive an update. Now a content editor, who wants to make deep changes to the game world, can do so with a content update alone and without touching the binary client codebase.
And most importantly, you can now put dried beans in piles and buckets.
| Update: Steam Workshop Mod Contest December 24, 2023
Steam Workshop support is live. You can find it here:
https://steamcommunity.com/app/595690/workshop/
Instructions for posting mods to Steam Workshop can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3121137673
And I'm holding a contest for the best mods, as voted by the community, between now and New Year's Day. Post your mods to Workshop between now and then. The mods with the most subscribers at or around Noon EST (New York City Time) on New Year's Day win.
There will be ten winners. Each person can only win one prize, even if they have more than one highly-subscribed mod.
Prizes are as follows:
1st place: $500 2nd place: $400 3rd place: $300 4th place: $200 5th through 10th place: $100
Prize winners can choose from the following payment methods:
--PayPal
--Cashier's Check by Mail.
--Gold coins/chunks by Mail.
--Silver Coins by Mail.
This is obviously a contest of skill, not a lottery. If it is illegal in your area, I feel sorry for you.
| Update: Mod December 16, 2023
The game client has mod support.
Mods can completely overhaul the look, animation, or sounds of any object in the game.
To install a mod, simply drop an .oxz file into your mods folder. Multiple mods can be installed together by putting multiple files in there (but if they overlap in terms of which objects they change, one of the mods will override the other according to some kind of mysterious filesystem ordering).
When you launch the game client again, your mods will be loaded. Note that they don't change the game content permanently. Simply remove a mod file from the mods folder and re-launch the game client---the game will go back to normal.
Mods can be made using the Editor, which is now included on Steam. No programming required.
To make a mod, in the Editor, use the Objects tab to edit various objects. Be sure to use the "Replace" button when saving them inside the Editor. You can also use the Anim tab to edit animations. I'm pretty sure that live sound recording isn't working in Windows, but you can experiment with it.
If you want to add new sprites, you can import them using the Sprites tab. Note that you will need to change settings/editorImportPath.ini to the location of the sprite sheet that you want to import. Sprites should be on white backgrounds with black outlines (though you can get fuzzy edges by also importing a separate Line Import layer). I draw the sprites in the game on paper and scan them in, and my scanner puts the scanned page in default.png in my home directory, so that's why the import path is set the way that it is by default.
After you get your objects looking the way that you want them to look (remembering to Replace existing objects, not add new ones---your edited objects should appear mixed into the list on the Object Picker, not at the top of the list), you're ready to export them as a bundle. Use the Export tab to pick a set of objects. Give it a name Tag, then press the Export button to save the bundle. Look in your exports folder for your exported bundles.
Note that any mods in your mods folder will be loaded into the editor for further editing and exporting. You actually need to load each modded object in the Editor and press Replace at least once before trying to export them. Whatever is actually saved on disk is what's exported (the live RAM-only data is only temporary, and not saved on disk by default).
However, whatever changes you actually make while creating mods are permanent in your game data folder. It's usually a good idea to make a working copy of the game data when modding. Just copy your OneLife folder somewhere else, and run EditOneLife from inside that copied folder.
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