fatihG
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Post by fatihG on Jul 6, 2016 2:55:59 GMT -6
Yeah, I believe the boss area is actually being moved as well, the boss interacts with that part of the boat. Rest of the demo I think is just a camera effect. Kipz, I doubt the camera would be able to 'confuse the game' as the Camera basically just 'observes'. It like you holding a camera but cant keep it steady, it wont suddenly affect the physics of planet earth. So if what you say is true it could actually be the levels moving around, but honestly I think it is just some weirdness with the movement system. I tried observing elements with physics, like the scarf and what not, but they did not seem to react to the movement of the ship at all. This is why I believe it is a camera trick.
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kipz
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Post by kipz on Jul 10, 2016 3:26:44 GMT -6
I totally disregarded the fact camera does not affect physics ever in any game ever as I had no coffee that day, fatihG is right, its not the camera. The whole level is moving, I don't think there could be any other possibility, as it does occasionally mess with jumps and movement by up to two pixels from what I can tell. if you do the wall glitch you can see Miriam fall through the floor as the ship rocks fore and aft. If you go outside of the map there is grid under the ship you can land on which doesn't move, It looks like and feels like Miriam controls differently down there. Also semi related, my game has been shading objects oddly since I started doing the wall glitch, I'm not quite sure why as I haven't changed any settings, but seen someone else who had the same thing happen while doing the trick. ( I think it was Viftech ) I seen the video of "broken" Miriam on the scarf physics, fatihg you wrote the script for smooth scarf so you know more than me, I'm not sure how any of that works honestly. It seems like the scarf seems to be affected by Miriam's XY acceleration rather than the level to me.
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fatihG
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Post by fatihG on Jul 11, 2016 17:22:11 GMT -6
Whats this wall glitch? =O
Still not sure to be honest. I still think its a camera that is animated. The smooth scarf mod just replaces the physics of the object with ones that I generated. So basically its is affected by physics.
Since it is affected by physics, if the ship was moving physically the scarf should move with the ship, similar to the lamps ( which I think are animated and calibrated with the camera movement). But since the scarf simply goes straight down, always pointing at Miriam's feet I don't think the ship is actually moving physical.
Ill try to do some digging, see if I can find some more stuff.
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kipz
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Post by kipz on Jul 11, 2016 18:25:10 GMT -6
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fatihG
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Post by fatihG on Jul 11, 2016 18:53:20 GMT -6
I'll have to try it out tomorrow. Too tired to do anything meaningful at this point. Will be interesting though. It looks like it could be something similar to the thin platform bug, where you fall trough sometime. If the engine is actually teleporting you when that glitch happens it could actually put you inside the floor. If you are actually falling, it looks like the transition happens really late, so you could be falling while the level is streaming in, again making it possible to get stuck in the floor. It looks like you are playing on a lower screen percentage as well. I wonder if the reduced resolution actually impacts the precision of the jumps. Viftech seemed to have allot more trouble hitting that ledge. Ill play around with screen percentages as well, see if that makes any difference. But yeah I shall play around some tomorrow. -edit- After looking at some more vids, I decided to run the demo and check it out. Didnt get as far as the ledge glitch area, but the deck of the ship is moving in ways the camera cant move. So kipz I think you are right. It is rotating in and out of 'the screen' which the camera wouldn't be able to fake. So what is happening with the characters/scarf then is that the player model is always up right, which makes sense. Otherwise the model would rotate weirdly when walking up slopes and what not. This is why the scarf looks like it is not affected by the movement of the ship, as the player controller is always 'balancing' itself. I assumed that it was a camera trick as it would simply be easier to implement.
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kipz
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Post by kipz on Jul 11, 2016 21:23:13 GMT -6
I wasn't meaning to make anything of it, but I thought it was a good way to keep the topic alive and something to discuss for fun Not sure if having a lower screen percentage would make it easier, I feel like its harder like that since the screen is smaller, I normally record at 50 so it will run at a faster fps for cleaner runs, I did it just as easy on 100% though, not sure if it really makes a difference. I did study when to jump and practiced a couple of times for that video, I think thats the only difference though.
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fatihG
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Post by fatihG on Jul 12, 2016 10:18:02 GMT -6
Yeah... I know what you mean. I still have some ideas I want to create a mod from, but haven't had much time lately to actually start working on them. The different hairstyle test was actually part of one of the ideas I had.
I'm still surprised that they actually went with moving the ship.. =P I can see at least one reason why they would do that, Miriam and co, basically every 'character object' would rotate with the ship. no 'balancing' going on. But the negative of moving the ship is that it gets prone to bugs and glitches as we have noticed, haha!
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dragonkd
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Post by dragonkd on Jul 13, 2016 11:29:15 GMT -6
I love how you are all trying to disassemble rotn, and really only focusing on the ships tilt. has anyone tried hex edit or injection yet? all unreal4 games still use the same coordinate system. I don't have any money and therefore don't have a copy, I think it will be fun once someone manages to port sotn in. depending on how specific the classes kojiteam has written are, it shouldn't be toooooo difficult.
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kipz
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Post by kipz on Jul 13, 2016 13:37:48 GMT -6
I don't think anyone here has time to port the entire SotN game to a demo version that we won't be playing in the future anyway, it would be fun but I don't think its going to happen. We just have to wait for the team to finish up the game at this point.
The mods and info we have so far is pretty much limited to the ship since that is the only stage available. Also we aren't suppose to leak any extra content hidden in the game so I'm not quite sure what you expect from us when the demo lasts less than three minutes. Hex isn't really worth doing at this point either. Nothing else is actually accessible except for a small grid below the ship, if you try to hex your pos it crashes the game, so no teleporting. The most you can get without crashing at this point is stats/level, a few other useless things and jumping through/over walls which make the game crash.
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Post by dragonkd on Jul 13, 2016 16:45:01 GMT -6
thanks for the reply. I am unsure how many demos you guys will get until final release though.
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kipz
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Post by kipz on Jul 14, 2016 18:16:49 GMT -6
I'm not quite sure how many more releases we will get, I'd only assume one (beta) and the final release, but no clue how the staggered content thing will play out for install files either, it seems like we just need an auto updater... Not quite sure how that works with UE4, I'm no game developer so I have no clue how you guys do any of this stuff. I just like to help troubleshoot and find answers So my kids birthday was yesterday and I have no extra money for Avgas, I think I'll be spending some time playing games this weekend, or improving my speed run time for Bloodstained. I am definitely looking forward to seeing the hair style mod fatihG wants to work on too, perhaps we might get another weapon skin to go with the sassy new hair?
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fatihG
Devil Forgemaster
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Post by fatihG on Jul 16, 2016 19:33:48 GMT -6
It will be a new 'outfit'.
I am desinging stuff around the actual design of the character, so it doesn't involve too many model edits. It should be similar to the 'costume concept' set up though. Re texture for main body, unique items for the accessories/weapons and what not.
However I am postponing any mod work for Bloodstained for the time being, to finish up some other personal projects I was working on. In about 2 weeks I should have all of the time in the world though. =]
I'll probably do some small edits every now and then for the enemies as well as I had some ideas for em, which should be relatively simple, just to get the conversation/interest going.
Got asked for some files by another user as well, so hopefully that person will start showing/releasing some stuff as well. =]
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Post by Ghostpepper on Jul 16, 2016 22:53:13 GMT -6
You are awesome, please don't ever leave us lol. These are almost like mini updates that keep me floating until the official ones.
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fatihG
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Post by fatihG on Jul 17, 2016 17:12:10 GMT -6
Haha, ill still be around. Just not that active for a bit. =]
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Post by LordKaiser on Jul 18, 2016 12:14:28 GMT -6
I like that Dark Miriam mod so much that I wish it becomes a official costume.
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Enkeria
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Post by Enkeria on Dec 24, 2016 10:44:04 GMT -6
So will mods be available on Steam!?
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Post by exile on Dec 27, 2016 2:37:02 GMT -6
I sincerely hope, mod or otherwise, that they do something about Miriam's hair. I must admit that the game is progressing beautifully. I didn't at first, but now I absolutely adore the art direction. The one sore spot is our protagonist's hair. It needs the Alucard treatment. As it stands, it's just so stiff.
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Post by XombieMike on Dec 27, 2016 7:43:15 GMT -6
I sincerely hope, mod or otherwise, that they do something about Miriam's hair. I must admit that the game is progressing beautifully. I didn't at first, but now I absolutely adore the art direction. The one sore spot is our protagonist's hair. It needs the Alucard treatment. As it stands, it's just so stiff. I've heard the same feedback about Miriam's hair. In the demo, it didn't look possible to add the physics to the hair, but again that is just the demo. Multiple people have given that feedback about some movement to the hair, and I could probably find more. I'm sure Mana is aware of the feedback, but it would be nice to get a confirmation.
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exile
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Post by exile on Dec 27, 2016 22:48:24 GMT -6
It's not a deal-breaker or anything, but it would be a shame, because the team is obviously making great efforts to ensure a really atmospheric experience, and that's a seemingly little touch, but it goes a long way when you're watching the same character move for dozens of hours. It breaks my immersion. Oh geez, now I'm one of those "breaks my immersion" people. *sigh*
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Post by Aztec on Dec 28, 2016 15:37:17 GMT -6
I sincerely hope, mod or otherwise, that they do something about Miriam's hair. I must admit that the game is progressing beautifully. I didn't at first, but now I absolutely adore the art direction. The one sore spot is our protagonist's hair. It needs the Alucard treatment. As it stands, it's just so stiff. I agree. Right now its a helmet hair. The hair needs to move with the same physics as the scarf.
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