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Post by fatihG on Jun 29, 2016 5:16:14 GMT -6
Dengojin not quite. The scarf is part of her skeleton, even though the mesh being a separate mesh. I simply set all the settings of the bones to be use the same settings as the scarf's bones, except for her hips. --edit-- While playing with the 'broken Miriam' I noticed that something you are unable to hit an enemy or get hit by one. This suggest that each bodypart could have a separate hit box. Which can be problematic if we are to modify it, because we are basically recreating the physics assets/hitboxes when we want to modify things like the scarf. 'Smooth Scarf' Mod
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Post by fatihG on Jun 29, 2016 4:40:24 GMT -6
fluffyquack That's awesome, cant wait to give it a go. Elfina Ashfield Thanks ill try it out later today! I played around with the scarf today, to try and figure out how they had set it up. ... got some pretty interesting results. Ill post a vid later today, found it quite amusing. Main reason I messed around with it was to try and get it to collide with parts of her body. Arms, legs and what not seem to get ignored. So it looks like that instead of using the data in the physics file, the data gets changed during run time. Which might be problematic for anyone trying to inject custom meshes for cloth. Basically the only way we would be able to do it is to have something that is similar to the current scarf, as in '2 tails'. Managed to get the scarf to look a bit more smooth though. The original for some reason had the scarf twisting in weird ways. Ill play around some more with the physics on stuff like that, try to see if I can inject some custom cloth elements, like a cape perhaps. The way it is set up currently is a bit weird though, so if I can not get it to work properly I'll try with Apex simulation. Apex should give better cloth physics but might be more difficult to set up.
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fatihG
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Post by fatihG on Jun 29, 2016 0:13:33 GMT -6
Elfina Ashfield fluffyquack I was able to pack it this time. When I try to install it with the mod manager it tells me that the mod is empty? If you don't mind sharing your packed file, I'd like to test it with that as well, see if I get the same error.
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Post by fatihG on Jun 28, 2016 23:30:10 GMT -6
Yes, but IIRC, it's a LITTLE different in execution. Bloodstained has more in common with Harmony of Despair in terms of execution of BDC, though at a much slower rate. it's been awhile since I've played OoE, so I'm not 100% certain, but it should be somewhat similar, if not the same. Shanoa's two attack buttons string together, so BDC isn't as effective in that game. I'd try more on DoS and PoR. edit: I saw Romscout's speedrun, and his jump cancels on the boss were definitely faster than the current BDC, though it looks to be limited to JUST that boss fight due to the way the level is structured. I honestly don't know. I never seen anyone jump cancel that fast on normal ground. Regarding the jump cancels, its a glitch. A single attack can do 3 hits if timed right. What seems to happen is that the game registers the first hit, right before jumping. After jumping it registers it as a second hit, even though it is still doing the same attack animation. The animation doesn't get cancelled from what I could tell. Since you cant jump cancel after doing an attack, the timing has to be really strict on it. But yeah, since the stage moves up, your jumps essentially get smaller, so you can perform it faster as well. From my initial tests though, there didn't seem to be a minimum height you can jump, you have to almost not hit the button to do a mini jump.
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Post by fatihG on Jun 28, 2016 23:21:29 GMT -6
Haha, you really dont want a WIP theme to be the default theme though Quick nitpick, looks like the transparency of the nav bar has been lost on the left and right side of the graphics.
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Post by fatihG on Jun 28, 2016 23:19:40 GMT -6
LeoLeWolferoux That would be awesome thanks! Looking at the Images parodiusdaryl posted, what are the clans? I heard in a video of some guy playing the demo that there would be clan weapons, would this be related? (Special backer content?) Or do we all get access to the clan weapons?
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Post by fatihG on Jun 28, 2016 22:59:35 GMT -6
Don't want to hijack this thread but I have some questions regarding the tiers as well.
I am looking to upgrade to the Alchemist's treasure tier.
What's the deal with a Steam version of the Physical copy? Do we know how they will handle shipping? Basically how long would one need to wait to get the physical copy + code for steam. I assume you will get a regular disc with the game on it and a serial key that you will need to enter in Steam.
The 125 tier. I assume you get 2 copies of the game, physical and digital. So if I am really only interested in PC gaming, I would basically get 2 codes for steam.
The special backer content. Do we already know what this is? I haven't followed the development of the Kickstarter since it was funded, sorry if it is common knowledge by now. Recently got into it more actively because of the modding possibilities! =]
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Post by fatihG on Jun 28, 2016 16:37:17 GMT -6
I think in the case of Bethesda they actually made sure that support mods on consoles, afaik.
Since what we are doing with modding at the moment is unofficial, I wouldn't keep my hopes up.
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Post by fatihG on Jun 28, 2016 16:35:26 GMT -6
Elfina AshfieldI see, I was typing u4pak.exe instead just u4pak, will give it another go in a few. Yeah I get slightly lower FPS When I do the screen percentage trick. Have a 970M myself. Interesting that it only uses 40%, I guess they still got some optimization to do. The game doesn't seem to be a CPU heavy game, so it will be interesting to see how much they can push for PC. Maybe they are limiting it on purpose so it is optimized for consoles, but I really hope that is not the case.
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Post by fatihG on Jun 28, 2016 16:31:57 GMT -6
Yep, been doing this on my mod videos as well.
I think you even commented on one of them haha!
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Post by fatihG on Jun 27, 2016 21:14:38 GMT -6
Or... The demo simply has some platforms removed so you can not access those areas? =]
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Post by fatihG on Jun 27, 2016 20:56:32 GMT -6
Here is where I am currently, trying to reskin the forums. I am not sure about the 'hover' and 'secleted' buttons on the navigation bar at the moment. And ideas is appreciated. Not sure about the 'go to top' botton either, since it seems to be an in game asset (minimap on screen) it's style seems to be a bit different. Any ideas are appreciated. Hey look! It's me on the screenshot! Haha, I liked it, especially your idea of using the shard icon. I wonder about the frame of the top buttons though, it's kind of weird, I mean they aren't bad, the directory (?) and news bar are good, but the biggest one not that much. The top/bottom button is great though. Haha, thanks! We can probably get a more interesting navigation bar I agree, i'll see what I can come up with!
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Post by fatihG on Jun 27, 2016 20:13:57 GMT -6
Here is where I am currently, trying to reskin the forums. I am not sure about the 'hover' and 'secleted' buttons on the navigation bar at the moment. And ideas is appreciated. Not sure about the 'go to top' botton either, since it seems to be an in game asset (minimap on screen) it's style seems to be a bit different. Any ideas are appreciated.
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Post by fatihG on Jun 27, 2016 18:36:31 GMT -6
haha ok.
Ill prepare the graphics and let you play around with any CSS as I literally have no clue what I am doing.
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Post by fatihG on Jun 27, 2016 17:34:51 GMT -6
Hate to be the bearer of bad news... but looking at the game files, the Boss platform area doesnt actually have anything on the left of it. Drats, well what about from the other side of the doors. From the platform mast double jumping to get all the way to the right? I came across the boss platform by accident, havent actually checked any of the interior rooms. However the interiors seem to be build using separate assets, so I wouldnt be able to find a single asset showing the entirity of the room. As far as I know it is not possible to view a 'map asset' using the extraction methods I used.
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Post by fatihG on Jun 27, 2016 17:29:40 GMT -6
Ok, since I had a bunch of trouble bending the theme to my will.. I will bend to its will.
Ill try to make some graphics based on the sizes of the current theme, see how that goes.
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Post by fatihG on Jun 27, 2016 17:28:26 GMT -6
There's a lot of cool little areas that you can see you'd be able to get with a double jump. Even the boss area the door you come out of has a little ledge part above the door. You could total double jump on top to the left. So I guess the ship will crash into the castle area....and we can re-explore it later? Hate to be the bearer of bad news... but looking at the game files, the Boss platform area doesnt actually have anything on the left of it.
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Post by fatihG on Jun 27, 2016 14:42:06 GMT -6
Quick thing I noticed about the motion blur, not sure if it is just my machine... When doing a backdash and right after opening the map, it shows where the motion blur is applied on the character. For some reason the head gets ignored, it is always sharp. This could be related to the head/hair being attached to the body, and Unreal only applying the motion blur to the parent, he body. However for some reason the shoes do get motion blur applied. The candles. They sometimes act weirdly with the motion blur. Like the game is just spawning allot of 'glow sprites' that extend outward. Found it pretty interesting. =] Ill post some screenshots later. For people that want to get the 'visual clarity' effect, try a lower setting like 125. It will sharpen the image up a bit with less GPU cost. My game dropped from 60 to 30 fps when I had it on 200%, 150% didnt help much either, got about 35-40 FPS. on 125% I still get 60 FPS. The only thing that it wont do is act like an AA effect. So some stuff will still have jaggies going on (window frames and what not). As for the .pak method, still havent had the time to give it a go, but will do so later today for sure. -- edit -- Organised the OP with the information in this topic. I plan on keeping it updated with any news, have a list compiled of mods being released and plan on added some guides on how to install mods. -- edit2- Elfina Ashfield fluffyquack I tried using the u4pak.exe to generate a .pak file of my mod. Could not get it to work. I get an error in cmd prompt saying it is not a recognized command or something like that. As for the screen percentage trick for 'visual clarity' you can do the opposite if you want to increase your FPS Example: 25 125 Motion blur not affecting the head Motion blur on candles acting weird
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Post by fatihG on Jun 27, 2016 11:13:39 GMT -6
CastleDan Oh nice, I was wondering where these settings might have been saved. It might be possible for some people to play around with those settings and disable some stuff. Like the people that were getting full screen green tint overlays and what not, might be worth testing. Elfina AshfieldAs for the upscaling thing, yeah that is exactly what is happening. I think most modern GFX cards have an option like that in the settings. For Nvidia it is called DSR I think. fluffyquack I'll give it a shot with the .pak files, but if Elfina's test is an indication I dont expect much, Rixuel Hmmm.... I think that would be a bit tricky. OC would be fine, but I doubt ArtPlay would want anything that infringes on copyright. If anyone does make any characters from previous Castlevania games I wouldn't expect them to be posted on these forums.
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Post by fatihG on Jun 27, 2016 5:23:40 GMT -6
From what I can remember all of the Igavania had a way to change button mapping.
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