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Devs / Re: EXIT: Unleashing monsters
« on: August 09, 2020, 12:53:45 AM »
Patch
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.2.zip
Ostensibly this patch is to remove some spurious code I missed that shifts that arm model over in wide screen mode.
It also fixes a recently added glitch that could occur when climbing a platform immediately after falling in front of it. It gave me an idea to try to implement wave interference for the bounce when falling to see if that's more pleasant than the current system. I wonder if I meant to do that originally or if it never occurred to me.
(I was also wondering today why my high school athletic team was called the Hurricanes when our state/city are land-locked and hurricanes don't happen here .. or really why this never came up in all my time in high school.)
Lately I've been converting KF2's arm model to use SOM's system. Today I tweaked the arm display system a lot. I was actually able to make it look like KF2's arm. But I decided it wouldn't do, especially in wide screen modes. I think probably (I'm not positive) KF2 uses some tricks on its arm. As opposed to displaying it as-is like SOM does...
One thing I did was to rotate the arm up some, to create the illusion of having a top-down perspective on it. But ultimately I had to make it rotate down in the middle of the swing since I'm trying to make the arm aim for the center of the screen, and rotating it up can make it go higher.
Another thing I did is to have the arm move forward and back again. The reason for this is to fade it in and out of view, but after I set it up I have a feeling maybe KF2 does this, because it feels like lunging your body forward to attack, which the ARM.MDL file doesn't actually do by itself. It wasn't my goal, but it feels more like an attack and I think that KF2's model doesn't quite feel right, but after adding this it feels much better, even without sound.
Lastly, the Moratheia demo's arm animations had an issue rotated up and with the arm raised up higher and made prominent. The problem is the longer swords weren't animated to get out of view, since previously they were much lower, out of frame. So what I did is set up a system to fade in and out the weapon (like spawning) that only happens in the very beginning and end, so that it's probably not possible to see in the beginning using the new arm_ms_windup extension, and in the end it's only possible to see the weapon fade out if it's very long and sticks out in the end of its animation, or if you're jumping around with the do_arm extension and manage to catch it in a pause or menu screen. It's a very subtle effect, but it's applied to all weapons, even though it's mainly for super big weapons that are hard to get off the screen.
Also, the new arm_bicep extension I might have mentioned before wasn't set up to accept a value. Also although I've fixed the field-of-view for the arm, after the changes I made today it looked fine at 62 so I made it to use 62 if that's the FOV setting. 62 is what KF2 uses, and although I don't like how it makes things look like a fun house mirror, I've actually gotten used to it, and one of the nice things about it is when you look down you feel like there's room for a body beneath you. With lower settings it's like looking through a scope on a gun at the ground, so you feel like you're just down on the ground I guess, which is weird. In the lower settings I made a quick fix to pull the perspective back when looking up and down, but I'd like to do that even for the 50 setting, but I only did it below 50 right now, since I piggybacked the change onto an existing effect that's capped at 50.
I've actually taken to switching between 62 and 30 like a zoom scope system. It's very convenient since that's when you roll over from the highest to the lowest setting. I have like a zoom lens when I want it. One of the bad things about 62 is you can't ever get close to things.
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.2.zip
Ostensibly this patch is to remove some spurious code I missed that shifts that arm model over in wide screen mode.
It also fixes a recently added glitch that could occur when climbing a platform immediately after falling in front of it. It gave me an idea to try to implement wave interference for the bounce when falling to see if that's more pleasant than the current system. I wonder if I meant to do that originally or if it never occurred to me.
(I was also wondering today why my high school athletic team was called the Hurricanes when our state/city are land-locked and hurricanes don't happen here .. or really why this never came up in all my time in high school.)
Lately I've been converting KF2's arm model to use SOM's system. Today I tweaked the arm display system a lot. I was actually able to make it look like KF2's arm. But I decided it wouldn't do, especially in wide screen modes. I think probably (I'm not positive) KF2 uses some tricks on its arm. As opposed to displaying it as-is like SOM does...
One thing I did was to rotate the arm up some, to create the illusion of having a top-down perspective on it. But ultimately I had to make it rotate down in the middle of the swing since I'm trying to make the arm aim for the center of the screen, and rotating it up can make it go higher.
Another thing I did is to have the arm move forward and back again. The reason for this is to fade it in and out of view, but after I set it up I have a feeling maybe KF2 does this, because it feels like lunging your body forward to attack, which the ARM.MDL file doesn't actually do by itself. It wasn't my goal, but it feels more like an attack and I think that KF2's model doesn't quite feel right, but after adding this it feels much better, even without sound.
Lastly, the Moratheia demo's arm animations had an issue rotated up and with the arm raised up higher and made prominent. The problem is the longer swords weren't animated to get out of view, since previously they were much lower, out of frame. So what I did is set up a system to fade in and out the weapon (like spawning) that only happens in the very beginning and end, so that it's probably not possible to see in the beginning using the new arm_ms_windup extension, and in the end it's only possible to see the weapon fade out if it's very long and sticks out in the end of its animation, or if you're jumping around with the do_arm extension and manage to catch it in a pause or menu screen. It's a very subtle effect, but it's applied to all weapons, even though it's mainly for super big weapons that are hard to get off the screen.
Also, the new arm_bicep extension I might have mentioned before wasn't set up to accept a value. Also although I've fixed the field-of-view for the arm, after the changes I made today it looked fine at 62 so I made it to use 62 if that's the FOV setting. 62 is what KF2 uses, and although I don't like how it makes things look like a fun house mirror, I've actually gotten used to it, and one of the nice things about it is when you look down you feel like there's room for a body beneath you. With lower settings it's like looking through a scope on a gun at the ground, so you feel like you're just down on the ground I guess, which is weird. In the lower settings I made a quick fix to pull the perspective back when looking up and down, but I'd like to do that even for the 50 setting, but I only did it below 50 right now, since I piggybacked the change onto an existing effect that's capped at 50.
I've actually taken to switching between 62 and 30 like a zoom scope system. It's very convenient since that's when you roll over from the highest to the lowest setting. I have like a zoom lens when I want it. One of the bad things about 62 is you can't ever get close to things.