LEGO Island 2 - FOV 99.9 - Nightmare goggles longplay.
I have experienced something no one else has ever experienced, and I hope no one else ever does.
couple of things to note:
1. Valarie and Johnny, holy shit. One of the Ogelites had the same thing going on too.
2. Brick ...
re: camera talk
benji17-Feb-20 10:23 PM
benji17-Feb-20 10:42 PM
$(OutDir)LEGOBionicle.exe
$(OutDir)
UTTER_BODGE17-Feb-20 10:45 PM
gonna hop into another call, I enjoyed understanding like 10% of this at most :D
ive beat this drum how many times now? lets get this stuff merged but oh wait i cant put my shit up because we need to merge
but that's up in the air anyway
i can try readjusting tomorrow to deal with all this
but i need to know EXACTLY what has been modified
V A H K I T I17-Feb-20 10:53 PM
Well regardless we're not exactly doing anything that can't be merged with your changes. We're only working with OptinalPatchNative currently.
You want to know exactly what's been modified, I have a video walkthrough uploading as we speak. :v
ShadowDraikana17-Feb-20 10:54 PM
oh the one dll i didn't even touch with a 20 foot pool
never the mind
V A H K I T I17-Feb-20 10:54 PM
ShadowDraikana17-Feb-20 10:54 PM
carry on, send vid to me when done
V A H K I T I17-Feb-20 10:54 PM
The idea we're working off now is handing all these camera functions to the OSI
ShadowDraikana17-Feb-20 10:55 PM
good shit now i gotta add more code
V A H K I T I17-Feb-20 10:55 PM
:p
ShadowDraikana17-Feb-20 10:55 PM
ok where, i need to know what the hell and where im adding this new camera code
V A H K I T I17-Feb-20 10:56 PM
We haven't even DONE anything yet. We literally just got done setting up the mod to clone what the EXE already does before Benji had to leave.
ShadowDraikana17-Feb-20 10:56 PM
ahh
V A H K I T I17-Feb-20 10:56 PM
Translation: The easy part.
ShadowDraikana17-Feb-20 10:56 PM
are we talking adding new osi functions or just forcing the game to load this out of the osi. meaning translating code back into the script
i know it's not done yet
V A H K I T I17-Feb-20 10:57 PM
Probably the former
Though IDK for sure
ShadowDraikana17-Feb-20 10:57 PM
if it can be done with existing code that'd be great tbh as long as i have an idea on which classes i'd need to hijack
UTTER_BODGE17-Feb-20 10:58 PM
(I'm still curious how the code for zooming out for the lev4 boss works with this)
(maybe we could make some sort of generalized zoom/position control system?)
V A H K I T I17-Feb-20 10:59 PM
IIRC it's a separate part of GcLegoCamera called by the boss setup
ShadowDraikana17-Feb-20 11:00 PM
why the interest in the lev4 boss
that used to be all scripted
but got shoved into the exe directly
V A H K I T I17-Feb-20 11:01 PM
Because of how the camera is handled there
It deviates from Kopaka's normal setup and adopts a new setting
UTTER_BODGE17-Feb-20 11:02 PM
did the camera also zoom out when it was still osi-controlled?
and if so is it still technically possible for that functionality to maybe exist?
V A H K I T I17-Feb-20 11:03 PM
I can see why James would be interested since it would open up new possibilities for dynamic cameras.
ShadowDraikana17-Feb-20 11:03 PM
i can look into it again tomorrow if i feel like it
V A H K I T I17-Feb-20 11:03 PM
You know what could be neat is if we could somehow code a lockon function.
That would be great for controller support
UTTER_BODGE17-Feb-20 11:05 PM
we zelda now
V A H K I T I17-Feb-20 11:05 PM
We already know the cursor changes when hovering over an enemy, so the game can already natively differentiate whether or not an enemy is in sight. It would then just be a matter of loosening the radius in which that is tripped, and then locking the camera itself onto that point as a target
I mean the Makuta fight is literally Calamity Ganon now
UTTER_BODGE17-Feb-20 11:06 PM
I think it may be a raycast? in which case there wouldn't be a radius really
V A H K I T I17-Feb-20 11:06 PM
True
UTTER_BODGE17-Feb-20 11:06 PM
if the game/engine has anything like unity's spherecast functionality though
V A H K I T I17-Feb-20 11:06 PM
I was thinking the same thing
UTTER_BODGE17-Feb-20 11:06 PM
then totally yeah
V A H K I T I17-Feb-20 11:06 PM
How old is that function though?
UTTER_BODGE17-Feb-20 11:07 PM
¯\_(ツ)_/¯
V A H K I T I17-Feb-20 11:07 PM
Like is that a new and fancy thing with Unity or does that go back before Unity even existed?
UTTER_BODGE17-Feb-20 11:07 PM
I can't imagine it's just unity that does it
but
no idea if this game/engine has anything similar
V A H K I T I17-Feb-20 11:08 PM
The other problem of course is translating any of that to the controls. We'd probably have to hook it into whatever processes mouse movement to keep it aligned
UTTER_BODGE17-Feb-20 11:08 PM
I guess you could do multiple raycasts...
would probably be fine
V A H K I T I17-Feb-20 11:08 PM
Ie: if you move right, the mod moves the mouse to the left so it's always in line with the enemy.
UTTER_BODGE17-Feb-20 11:09 PM
(brb laying down this headache is killing me lol)
V A H K I T I17-Feb-20 11:09 PM
The game definitely has targeting functionality, but getting that to play right with the FPS controls I don't think would work
Oof
UTTER_BODGE17-Feb-20 11:12 PM
back for a sec cause something came to mind
a lot of this game's enemies really aren't designed for lockon
i.e.
short smol bugs
that nip you in the ankles
and then you kick them as pohatu, they arc off, and you get motion sickness
V A H K I T I17-Feb-20 11:13 PM
I want to see how that looks tbh
UTTER_BODGE17-Feb-20 11:13 PM
it'd be amusing lol
V A H K I T I17-Feb-20 11:14 PM
It WOULD however help with shit like the bats
UTTER_BODGE17-Feb-20 11:14 PM
I do feel like lockon in a game like this would be neat, it just wouldn't work seamlessly with the existing enemies
V A H K I T I17-Feb-20 11:14 PM
Because JESUS CHRIZST when you thwack them with the back of Lewa's axe they go FUCKING FLYING
Like in Le-Koro's invasion, given the right angle you can yeet them halfway to the fucking skybox.
You don't see this kind of behaviour with Pohatu because enemies that fly physically can't home in anywhere near his feet.
But Lewa is another story, and his melee has otherwise the same function but as a hilt bash.
The problem seems to lie in the fact that the momentum of a flying enemy is MUCH WEAKER than the momentum of Lewa's shit fucker-upper, and with no gravity to slow them down, they just keep going up until the velocity wears off, and the AI can take over again.
V A H K I T I17-Feb-20 11:25 PM
....Or the momentum just DOESN'T wear off, and they in fact carry that with them forever.
The first batch of a lot of Chima Online beta footage I've been putting off uploading for ages (recorded on June 8, 2013). I don't really care about it, and I don't expect anyone else will either, but there's not much point in just letting it sit on an old hard drive. At least...
just linking for the thumbnail again
V A H K I T I26-Apr-20 05:50 PM
var onua;
onua = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("onua"), 0);
gccharacter::addpart(onua, "onua/ohat", 1);