#[Ported] Giant Specimens
1 messages · Page 8 of 1
press E
we spent 5 hours driving
add a digit
What a cute fella
@calm widget What does the driftwood do?
A lot, it chases and throws you around, it eats other enemies, etc
It is smaller than the forest Giant? I have not seen it yet.
They are all bigger than Forest Giant.
Forest Giant is small and shy. (?)
He is like the Messi of the giants.
thanks!
Ahh no wonder. I saw it in the config and was curious.
Hello!
What ails you my child
i kinda forgot a lot tbh, i remember i needed to do some stuff with the knees and elbows tho
watching a 50 minute tutorial for it right now lmao
my problem is that my model isnt a T pose or an A pose, so idk if ill be able to make them working fine
okay i added polearms for knees, elbows and a main controller at hte bottom
Now that the tree giant Is killable are you gonna make It too?
i guess yeah
The Redwood will take 1000 hits to die. 😩
Or him hitting his little toe on a rock, idk.
lol
redwood wont be killable
still way too big
the others will be atleast
also @dim hull i screwed up somewhere in making my IK constraints
okay nvm i just had to unparent the bone
lol
But my idea of him hitting his little toe on a rock was a good idea, right? ':(
if i could somehow detect htat it hit its toe, then maybe
Yes that makes sense
I think you Need 21 hit to kill a giant
will Redwood be able to eat Driftwood?
... really lookin forward to that Giant moon idea if it happens
like the whole moon is a giant?
whole moon home to giants
and nothing else
except maybe Baboon Hawks for the Driftwoods to nibble on
waitaminute... what about enemies that dont naturally spawn outside? like the Coil-Head on Asteroid-13, or the [Aaron] on Fission-C?
if that's the case... we're gonna need lotsa particle variants. concrete, metal, blood, mask fragments, black leaves, shotgun shells...
@calm widget keep in mind that if your resting pose is like that then any movements will be limited by that, so if this guy's gotta raise his arms it'll be more difficult
Well not difficult but it'll look weird potentially
how would i change the resting pose from here 😭
ofc if you'd like to do it, i dont mind
You'd have to edit the mesh itself
Nuh-uh, this is your baby
but yeah, the reference was like dis, so i couldnt really go too out of the way
fork
It's not a huge issue if the animations are relatively limited
its gonna be a quadrupedal creature
do you think there'll be a problem there?
also what if i just make a new resting pose after i weight everything?
Hmmm
Nah nah nah the weighting is what becomes hard with an inflexible starting pose
You want the nodel at rest to be in the most neutral stance possible to allow for good motion
This is why A and T poses are done
Ok
Make up your mind damn
Anyway it won't be too hard to fix
You said it's gonna be quadruped?
yee
Gorilla style or more like a typical animal?
i think gorilla style
i considered recording what i wanted, but thats weird, im not putting myself on all 4s for you
i can probably do that!
I know!
@dim hull how do i make a bone look different to other bones
i wanna make this one look different to the octopuses
okie
You'd be surprised how much easier life is when you can actually see what you're trying to do. These two quick steps are absolutely important, and everyone should definitely know about them! Hope it helps :)
Female Body Model Link:
https://www.youtube.com/watch?v=_XfvLpLyulI
If you enjoyed this video, please don't forget to like and subscribe...
For bone color specifically
Cause you can recolor
Hey everyone! Welcome back, and today you'll learn how to create custom bones in the next 60 seconds!
If you enjoyed this video, please don't forget to like and subscribe for more content!
You can find my entire Blender 2.8 Speed Tutorial series playlist here:
https://www.youtube.com/watch?v=f6vgICNCVxQ&list=PLZpDYt0cyiuu-sxJKbuYh8OjtgmXNacCV...
Here for shape
sankyu
What about hitting him with a shovel on his nape
Attack on Titan
@dim hull what do you think mom
I need to put a proper credits pin here somewhere, it's insane how much help I've received for this mod lol, I'll organise something proper soon
Oh also, expect a rework for redgiant by the time v50 drops (assuming it takes more than a week)
working with people on a mod is fr the best shit ever,!!! glad people are so interested in this :J
you 100% deserve all the attention
also GAAH THIS MODEL IS SO SICK
dont hurt him. he just a hungry boi :c
show from the front?
what does he do
does the griddy
tbh, he should
so... for movement. 4 words.
Lanky Kong Walk Cycles
or at least similar
because there's no way you can convince me this critter aint built like a simian
bro went to the gym and got some gains
He do be buff
No clue what that means
He'll be quadrupedal, like a gorilla
never played DK64 or watched?
valid. disregard then
Are his hands upsidedown?
Someone liked it, yes, by accident
It's quirky
This limb position is gonna serve you much better for sure
I'd maybe lift the arms a lil more but only if you have not already started weight painting
Bet
That's not even possible
Not even a spoiler, idfk what this guy is talking about 😭
But yes
No potential spoilers here
||doubtful||
||if they do i can see the red giant ripping it in half, with a explosion||
||Oh that's probably possible||
monster movie scene
||do feel like the old bird would attack the giant to start the agro mainly so it dont just hunt everything down, but it would be sick||
These are my current plans, i think i had more but i just forgot about em, but this update will take a while (couple weeks) cuz mainly waiting on LLL which is waiting on v50 to officially drop
it wont be weeks
didnt it take like 3 weeks for v47?
the crossed out ones are already done?
the opposite
lol
i know its backwards, but im lazy and this is the changelogs
also forgot one
redacted is the new enemy, but no spoilers here
if i manage to get it all done before the LLL import is possible, i have some other ideas about more enemies
👀
speaking of the new enemy, let me know if you'd like a model or smthn for the driftwood whenever you'd like to make a plushie for em, i think they've turned out much better than the redwood giant this time @subtle gale
ill let you know
I’d want a model 🫣
sure, ill send it in a bit, doign some last touches rn
did u want the fbx or just a picture lol
For now a picture is fine, tho when i have time i might ask for fbx too
weighting be like
surprisingly automatic did a really good job
i only have to make a few tiny changes
thats my sleep paralysis demon
should i give it eye balls actually
yesss
also i'd love it if you could give it a greenscreen background / transparent one 😅
why does he look so sad
with greenscreen it would be easier to cut out the body

ill try giving it a green background lol
you could add something different colour too green might be too close of a colour at the edges idk
i love those puppy eyes
the green looks good
nah the green just looks good
i should do this again and make it an emote
the emote that'll replace 
greener green if u need
i prefer the other green
He looks like he wants a hug. XD
Like when after the hug you don't let him bite your head:
fr
in the lc wiki it says that the forest keeper is related to the bracken, is a future forest keeper variation planned to have bracken-ish behaviour?
The forest keeper bestiary says "Believed to share a common ancestor with rapax-folium"
Nothing more on that
i mean forest keeper is a plant and bracken is a plant
That's prolly as far as it goes
#1212451384021221457 Already making a planter bracken anyway iirc
the first thing i saw when on this thread was "yeah like a yandere"
this thread scares me
something like that 👀
i think you saw the meme tsundere hygrodere variant 😳
did they steal my joke?
wait YOU DID
bracken tho
i dont even remember writing that lmao
lmfao
I like the eyes, another color that could maybe work could be red
White does hit different which I do like as well
v50 spoilers ||do you plan on adding interactions between the giant specimens and the old bird?||
||yes, later on||
epic 👍
||if the old bird gets ripped in half and done explodes, I could see it dropping The Big Nut or other metal stuff, giving a reason to explore the map sometimes||
When later on arives
its not my mod's place to add other enemy drops lol
¿Is 200 a good probability or a low probability?
I don't mean good by necessarily high, I mean something like...3 trips to Vow, meeting Redwood once.
you'll probably see redwood 7 out of 10 runs
Thank you so much. '^'/
I just needed to check if my girlfriend doesn't get laggy watching Redwood and I didn't know if 200 was enough.
I'm too lazy to edit that and increase it and then decrease it again.
lol, redwood shouldnt cause any lag itself, its not very high poly
It's mainly because my girlfriend doesn't have a very powerful PC.
thats fair
I don't think it's going to be the mod's fault, it's more the PC's.
My girlfriend has no performance issues when she watches the RedWood. '^'
So, new monster in my modpack.
The only thing, I feel that when I have this mod installed, I feel that not as many giants appear even though the Redwood is not present.
weird, but when the redwood does spawn, the chances for normal giants boost by 2x
4x* default
you can change the multipler in configs
Well, that seems even more strange to me, because we went to Vow ecplisando and the only giant I saw was the Redwood. X'D
But I thought it was normal, because when reading the configuration, I misunderstood that section.
I thought the spawn of giants is reduced by 4x when Redwood appears. 😂
o you just remmoved the extra textures?
Have you tried substance painter?
I've heard it's pretty good
extra textures?
hand and feet
nah i kept them, i just made them the same colour so i can easily change em
I love substance painter but also money
@calm widget I should have recorded this more times and in vanilla moons, but when I have the mod installed, no giants appear except Redwood. Here's an example, although it's in Acidir and I don't know if it's useful, but the map was eclipsed.
Sorry for the ping.
Could be power level maxing out
I thought about that, but I went to maps like Vow or March where giants usually appear with the mod installed and never appear.
But when I have it disabled, the giants are there.
I can keep testing in case I'm forgetting something.
I think Redwoods could do with having a reduced power level tbh, seeing as they aren't necessarily a huge threat to the player
The default weights for the redwood are way too high imo, the weights by default are a lot higher than normal giants on any map
So you'll likely see the redwood vs normal giants
Buddy
The power level is 1
For redwood
Ah, well, nvm then
But sometimes I don't see either the normal giants or the redwoods.
I must be misremembering
Including forest giants? Cuz rn it's the only custom giant
yeah thats way too high smh
I mean it is random, so sometimes you just wont have either. I've had days where nothing spawns till like 8 or 9
Nou
Sorry, just the normal giants don't appear, the Redwood does appear, although I only saw them when the moons were eclipsed.
Hmm, maybe, idk, I'll keep checking then.
It seems strange to me especially when I go to eclipsed moons and even if I do a complete run they don't appear.
The redwood also eats normal giants so once one spawns you wont find many normal giants around it
Well, I'll keep testing. '^'
In my testing recently spawns seemed normal, but I lowered the redwood to around the weight of the normal giant
What would?
What would be the normal weight?
I used LLL to find the default weights of vanilla spawns on all moons and then adjusted the redwood accordingly. For example here is vow in LLL, ignore what the modded monsters have, the weights are set in their own configs
Tho I think I actually kept vow at 100
Okay, that helps me, thank you very much.
Actually the LLL config does update with the correct weights, disregard that last part of my last message 😅
forgot that vow has a really high weight for the normal giant
when the redwood giant spawns, forest giants get a 400 spawn weight instead of 100 :p
on default atleast
unless u changed my mod's configs for multipliers
check you havent made the forest giant multiplier spawn weight to 0 in my configs
I knew that, I just forgot that normal giants have a weight of 100 on vow lol
lel
My group loves your mod and are very eagerly awaiting the next giant 😄
soon! probably
We especially had a lot of fun the last session because I finally set the config up correctly to spawn them on LLL moons. Very nice touch to a lot of maps
noice, yeah the update to LL by @rocky sparrow was a god send, and not just that, this mod wouldnt be here without them :p
LL update was huge, finally allowed half the mods we had to function on LLL moons
Sadly it also came with a lot of config work on my end but I think I got everything working now 😅
lol, thats just a benefit
I assume the Modded value in the whistle spawn config works for LLL moons? We haven't found one yet but the weight is low so they're pretty rare
yeah it should work
DIdn't really want to add every moon to the list just to have the same value set for them all XD
Has v50 came out officially yet?
I'm wondering if it's worth modding the beta version till then
Nope
Soon™️
omg shoutout :3
SHE'S NOT A YANDERE ;m;
i'll do everything in my power to unyandere the aloe
So looking at the mangrove's body
Will it walk like a gorilla
Or will it stand upright?
afaik it will be quadrupedal
That sounds scary lol
is the LLL thing out yet?
If it is I'll make the ducks on LLL to learn it
LethalLib works with LLL now if that's what you're asking
wait wha
oh no
apparently LLL is going to be doing something
problem in the next week or so or if v50 drops soon, the code for items enemies etc's done for LLL i believe
I'll try again today when I get back from work.
that looks awesome
like it can grab n yeet players or it’s yeeting stuff @ players?
it grabs players and yeets em
thats enough of working on driftwood for today though
i have some new animations i need to implement
for the redwood
Okay, the only thing that changed was what moons it will appear on, I hope it works this time. '^'/
Glgl
Teaser animations and a random video in my gallery
Also I'm not the one making animations this time, that's why they're so goooood, all credit to @winged trench :3
Will you make his skin less smooth in the future?
@winged trench is the goat
If you're looking for some sort of a more 3d look, then maybe if some texturer that really knows their shit with normal maps etc extends a hand then definitely
@winged trench That looks amazing
Dudes out on a stroll
Well, I already saw a normal giant with the mod.
So, maybe my configuration was broken before.
The bad thing is that of the 42 mods that I have, I don't know which one lowers the fps from 60 to 45, although it doesn't matter much, I'm afraid when I go lag and those fps of 45 drop to 15 fps instead of 30. 😩
Lmao
Rip
42 ain't much, u can send images of em and ill take a lot
(Not phone images :3)
Saving screenshots from Steam Deck and sending them to my device didn't work when using r2dmodman, I could only record. XD
Oh, wtf, the quality, what happened to it.
Hmm I'm not too sure tbh actually
@limpid whale do you see anything performance heavy there?
Well, at least I can play well, I'm just more worried that my friends won't be able to play properly due to fps drops or lag.
So when the fps go from 60 to 45 it worries me because then I assume that they will do worse. XD
monke tree
LethalExpansionCore and Wesley's most likely
Oh he also doesn't use LLL fixed
Yeah
Bro pulled out the Content Warning camera
nah too much resolution
cut it back by like 3x
Never abandoning Wesley’s 
I'm waiting to use Wesley's
Needs to be on LLL
I don't really understand what LLL fixed does.
Nuh uh
Fixes some bugs before LLL's v50 update, some important ones too iirc
Simply deal with the issues
(I don’t eeven know what the issues are)
Well, I never had a problem with LLL, so, I don't know if I'm lucky or I never realized it. 😂
Oh wait, this happens to me.
Lol
sponsored by toyota
movement is monkey like
Thats how it walks!? Thats terrifying dude
absolutely twisted, just like the concept art. love it
revamping that crappy Waterwood Giant concept from a little while ago. on actual paper this time, too 🤪
making incredible progress 0-0
AI might be done actually lol, there's some stuff I still haven't added that I need to add, but if I release the enemy now it would work fine (I don't have the animations ready so not releasing now)
||any secret documents we could peek at for how he will work?||
Is this mod broken with version 50?
most mods will be
Ik that but is this broken?
mos def
Lol
when u blow the whistle, does the red giant go to the location of the player or to the last whistle blow location?
It starts walking towards the last whistle blow location but loses interest after about going halfway
spam whistle blowing intensifies

old birds are the apex predator
its obviously hoarding bugs that can kill it
YIPPIEEEEE
you'd need quite a few but yeah
damn, now i cant tease it anymore
You said WHAT
"Mmm... Gummy worm."
Xu do you have pics of the plushies? Maybe i could make them out to be loadingscreens
if i give you the model will you make a green screen yourself?
for the plushies i was thinking i could work around the background and wont need to greenscreen them
alright, ill send u a pic later, just a bit busy rn
yeah no worries, also yes for later background I could make the green screens myself
👀
|| huggy boi ||
gigantic & huggable
lol looks amazing
||WHAT THE HEEEEEEEEEEECK||
Had an idea about a the redwood not being able to fit the loading screen - not sure if its going to be one
for reference these images would look like this one (it's in my FNAF themed menu - Foxy)
noice
👀
you could also add some random texts for loadingscreen - they would be randomly selected
Kinda gives me scp containment breach vibes
|| Dont look at poor driftwood - super unpolished stuff, just thought i might drop in this and see what you guys think, esp. Xu ||
Kinda hard to read the text
yeah i figured, i'll work on it
probabaly already been asked but does it work with v50?
Giantspecimens? Right now it doesnt afaik cuz it depends on lethallib right?
oh it does mb I thought it didnt rely on it
Most custom enemies are kinda f’d they either use csync which doesnt work for v49 anymore or use lethallib that is i think holding off the update until v50 is officially in place.
maybe this one? 👀
#1220909278198497410 message
This is gonna be so sad seeing our boy lose to ||old birds||, i was hoping he was gonna mess them up too
And nothing we can do
Queue the sad attack on titan violin music that played everytime the scouts screwed up
I think redwoods gonna be able to take down a few before dying to them
Please
Can't wait to see him rip them robots in half
spoilers 
unless this is a redwood only mechanic, in that case you good
uuuuh question. did the wesley moon internal naming switch to the "Level" format? current config has them set to that
guessin so since the redwoods are still spawning
He didn't change his format, LL just started to work better with LLL
nice
All I can think of when thinking about Old birds fighting the Redwood giant is Pacific Rim
Yeah but you said you fixed your mod on the LethalLib end for now for V50 right? Batby pushed the update for LethalLib that fixes the issues with V50
and also the update remains compatible with V49
My enemy never stopped working
All lethal lib did was make it so they can't naturally spawn on v50, I was still able to do a bunch of stuff on v49 with 0 changes from my v50 code
I'll consider updating just so it's out
okay so I was able to spawn in the giant
via chat commands
but it just sits there
and doesent attack giants
it might be due to chat commands, since the mod had issues with dance tools
Fineee I'll update it in like 5 hours
@minor nymph just copy paste the new line of sight function in the beta and put it inside of your code, it's not a big chunk, feel free to copy the one in my pinkgiant.ai file as it would be the exact same, it's called rglineofsight or something similar
Copy paste so that you'll still be compatible with v49
I made this change about a week ago but been busy adding stuff to do an update
okay so sound ranges are kinda fucked rn, just tell me what you think later, and ill rewrite how far/loud they are when i've got time
bet
ill be releasing in a bit the v50 compat, just doing some final touches with navmesh
💜
How's the update coming along?
decently, im dealing with some issues off LC rn but im working on some new animations in the side of that
Ooh
@coarse hatch can i recruit/steal you for some sounds?
i just remembered i cant release the new enemy, i have no sounds 😂
hes a madboi
The Driftwood would be hilarious on Gratar, just flinging people off the map lmao
so the driftwood does that roar thing and damages in a radius and also flings people around?
Make sure there would be like a roaring radius affect type thing
So you can at least be aware of the threat range if so
Also itd look cool
I would try to help, but I already have work to do with the Biodiversity sounds. 😂
STEAL ME
STEAL ME PLEASE
in a non
sus way
please
Lmao
i added that because i saw someone typing and i was worried lmao
@calm widget update soon? ;o
At this point you should have the modded role for audio lmao
fr bruh. i have one offa wish.com
Lmao
Nah you can only help xiolin if they give u modded role 🤣
Man, these animations look sick, who made these? Also, the running animation doesnt seem to loop 💀
Also, i feel like hes roaring a bit too often imo
Yeet
Monke
Pissin myself when this drops
Is this giant also going to have interactions with its cousins
He detects people in 30 meter radius, and damages people in 20 feet every 0.4 seconds or so for 2 seconds (not much damage)
Sure, you want me to dm you the sounds I need or just say em here?
Heartbroken
Maybe? I'll try to get it refined but all I can prolly do is release a working redwood
Yeah ofc
you can do either. it doesnt matter to me :D
That's fine, I wanna see the big boy walk around when I play V50
:3
I'll be starting stream in an hour btw c;
Just cus I plan to play both V50 and V49 today 😅 so I wanna start a bit earlier
need a sound for when its spawning, a sound for when it slashes an enemy, footstep sounds for when its walking and then when its running (can be the same but running is a different animation so prolly shouldnt be same), need a scream sound, a sound for eating other enemies (it dips its hand into their dead bodies and eats em), a death sound where it kinda falls over.
tell me if you need any specific animations looking upclose (i dont have eating or death animation currently, but the others ye)
hmmm alright, you prolly wont see the drift wood then, ill update the mod in like 10 20 minutes
Oki ^^ dw when the Driftwood update does push I'mma stream it lol
I'm excited for more Xu giants
So the whistle I found was apart of this mod eh? Okay, what does it do-?
||it attracts the red giant to your position||
Ah ||to eat giants|| cool!
I just found it in the shop one day when i added it, wondering what it came from so, had to see:3
Ty
Waiting for that update 💜
alright alright ill release it
you should notice some new animations for the redwood
Let's goooo
I hope that means the sliding bug will officially be fixed
:3
Cus it would always happen on Auralis for me
LOL
i think it did actually
Let's go
Yeah I saw you accidentally uploaded it with a diff name
Lol
yea was trying out a new method for uploading
Ooh ;o
v 1.8.0 QoL + v50 compat
- Added BMX-Lobby Compatibility for public lobbies.
- Added dependency -> EnumUtils, allows me to setup custom causes of death for when you scan dead players :3.
- Fixed plushie sounds being client-sided.
- Made mod compatible for v50.
- Improved footstep range colliders for shockwaves.
- Reworked all Redwood Giant animations and added a new one with a roar with its own custom sound.
- Added a ship hitbox that prevents giants from approaching it/dealing damage there.
- Almost done making the Driftwood Giant.
https://thunderstore.io/c/lethal-company/p/XuXiaolan/TheGiantSpecimens/
currently uploading
Driftwood gonna be good 
ironically enough it broke everything except the driftwood, that i didnt register
yeah i just wanted to say, Reddy doesnt move or work at all it seems, same with the whistle
@calm widget did you fix the Giant too?
Wait
1.8.1
it should be, is it still not with 1.8.1?
it works for me in 1.8.1, granted im manually spawning it, ig ill try getting a natural spawn in abit
👍
I'll try 1.8.1 in a bit ^^
whats "Added BMX-Lobby Compatibility for public lobbies."?
its a mod that lets people know when they're looking for public modded lobbies what mods they're missing
ohhhhh BMX's lobbycompat
yes?
the way you worded it was alittle weird
the name is in the message you sent me 😭
thought it was a acronym, like lol(laugh out loud)
how does the redwood interact with the new outside enemy?
it dont 👍
Yet
do redwoods get targeted and attacked or just left alone?
Why Gorilla like movement?
I thought he'd be more aristocratic while cactus like this 
joint placements
You want a top hat or smthn for him?
The redwood seems to be spawning on moons where I have the weight set to 0
@calm widget not tryin to like...shamelessly delay your update. but a song of mine recently exploded and ive been kinda busy with music stuff. ill get on it as soon as possible tho
what does it mean that EnemyAI LoS method got deletos and replaced with a different name? does that actually matter for functionality or will it work on v50 fine?
It's already updated for V50.
Someone changed the chart
Cus I updated it earlier to say 1.8.1 and that it was supported
Is Modded@ set to 0, also any specific moon?
I don't have anything set for Modded, just specific maps set to 0. It seemed to work before these last updates
Can you show your config?
The map we were having issues with specifically was Secret Labs
Could it be using the Driftwood config? I haven't touched it and it has Modded@100
Nope, driftwood config shouldn't be used
Hmm
Send ur mod code
I'll give it a look
018ebbd1-2f01-f845-578d-4b02d755311f or my pack LethalCosmos should work
i love it. i fucking love it.
i recommend makin it analyze you a little more before yeeting ya. let em get a really good look at ya
how dare you ye its all good ofc
@limpid whale iirc, isnt there some vanilla problem with how the giant targets players? like it takes a while to notice them the first time and from then it always sees the player immediately?
In v49 I think so, doesn't seem to be the case in v50
oh well, wrote my own method for it lol
In V50 they also don't camp the ship door as you saw, they instantly walk away XD
Which makes the ship camping fix in FairGiants redundant
it just needs sounds i think tbh
also added an awareness bar that increases the more time you spend around the monster and decreases slowly when they're just wondering with no one around, the monster wont attack unless the awareness value goes up a certain amount
also uhh
wait hol on iforgot no spoilers
v50 spoilers!
||is there any mod that removes the forest giant dead body until this bug is fixed?||
i still wanna use v50 just dont want the bug to ruin the giants
:P
what does the bug do to the redgiant?
spam logs with error orrr just softlocks the red giant
I never had any bugs on V50
||There are no dead bodies after the RedWood eats them on V50, only if you kill them or if they get killed by an Old Bird.||
it uhh softlocks it
it cant move when it tries to eat it when its long gone
hmmm
and its body doesnt dissapear
ill try getting a bug fix for that out
so it constantly tries targetting something that cant be eaten
Yeah I got it now
Ye
You just need to add code probs that makes it ignore them when they're dead
holy moly this is fucking sick
gonna love shitting myself running from this thing
Update might be a bit delayed, I'm taking time off from working on mods or being here for personal reasons, DM if you absolutely need to reach me
Your mod is fantastic, rest!
Flying giant update when? 
Also driftwoods been finished, they just need the last of the animations :p
And sounds @coarse hatch
LOL
Don't forget to fix Red boi being heard inside of Interiors lol
Alright ill fix this "bug"
Honestly even though it's not a bug it is funny, cus before they could be right outside and you'd only hear them when outside
Ye
Let's goooo
Well I didn't test it but probably
I can give you the dll fix if you'd like, it won't have sounds for driftwood and the driftwood will get softlocked after killing a dog or baboon hawk or masked, but it would function normally with the player
have people found it annoying? i thought it was really cool, and helped the interior and exterior feel more connected
I kinda like it too, just wish you didn't hear it everywhere
Its everywhere, it would be super cool though if you could hear him from the enterance inside though as an actual feature
@calm widget a good way to do this would be to "fake" it by having a collider check if the player is close enough to the entrance's position, or even checking distance to the position of the entrance and then playing the sound on a loop in they're within that distance
lets people have that cool effect and not get annoyed hearing it literally everywhere
cuz I mean...
it's not as if you can see him walking, so there's no reason to link the two if you can't visually see him
that's a pretty smart way of making it into a feature lmao
only thing i think might be weird is
if you step in/out of that range, it'll just start/stop too abruptly
so probably need to soften the volume over a distance instead of completely muting the audiosource
Scale the audio volume inversely to the distance
I should be sleeping, you didn't see me
Btw @calm widget when you update the mod please fix the issue of the switching sound for the whistle and the dropping sound for it being global
Drives me nuts hearing that key sound across the whole map when someone has one
Lol
how would i figure out like certain names for different monsters?
like the herobrine, fiend and other mobs
is there a certain place i can find it at?
y'all are overcomplicating it, im just gonna reduce the distance which the player can hear the giant's footsteps 💀
theres no such thing as allowing the player to hear it while they're in a certain collider afaik
maybe, i've thought about it
pretty sure the distance between the interior's entrance vs the outside entrance is different for different moons isnt it?
it shouldnt
according to batby atleast
not to mention the issue of it still abruptly being on/off if they enter/exit the range
o
well if batby says so then it's true
since he's the moon guy™️
well
the moon devs currently can set otu where the interior is
by default its 200m
Wait, that was actually in your mind? xd
and batby thinks LLL should be the one handling that rather than the moon dev
ye ofc
tbh easiest way to handle all cases is to just mute the audio if the player isn't outside as well LUL
yea makes sense
shouldn't be an implementation detail that matters for like 99.999% of cases so LLL handling it would be nice
ye
also like, i dont really care if you heard 0.3 seconds of a footstep because you decided to enter the entrance and wanted to hear the last 0.2 seconds of hte sound
The state of my projects.
Hotbarrd: finished.
Giantspecimens: waiting on animations and sounds.
RatchetnClank: waiting on assets, just started.
ViralCompany: waiting on the last bit of ffmpeg code to actually record clips and merge etc, still needs a TV asset that takes camera etc.
Leshyscompany: hasn't started
Would be funny if I just disappeared wouldn't it
Anyway relevant threads.
#1208964227835109407
#1212428282931322922
#1225176368585638008
#1227244944599683254
#1226517126920274051
Oh and #1195454016021340322, I need to port that when v50 updates.
That would be hilarious
||please don't||
I wont, probably, depends on how some dms go later today :p
Are you sure you're resting? 😂
I feel like every day I wake up to go to work, I see that you have a new project.
Well technically I finished my enemy ai for driftwood today
And fixed the camera in viral company
No work today.
And made the github project and set up the stuff for ratchet n clank
No more*
Omg.
Lol you're lucky I share a pc with a brother, I'm not able to code even if I wanted to
Otherwise I'd be doing it rn
Clearly Xu is on break with DonutDay
Maybe your way to rest is to do more things. (?
Oh no not at all
I'm running a fever rn
I'm just a lil addicted to going 120%
Especially since my holiday lasts another 5 days
I'll get everything ready in 5 days
Get well soon!
I like being unreasonable with the schedule so it looks like other people are the burdens (/j but like all current projects are onhold indefinitely until I get more assets)
Dum dum that's why you'd code that
They don't stop instantly when you leave the range, you'd have to use AudioSource.Stop() to make it do that
Muting audiosources for the localplayer is a thing?
No, you reduce the distance for the audio source that you're currently using for the giant and then you could use the player's audio source to play the giant footsteps sound but muffled more using audio editing, that or create an audio source at the entrance and play it through that
There's a lot of ways to go about it
For example for the flash bang sound effect (the actual boom) I play it from the player that the gnome collides with
Basically turning the player themselves into a flash bang lol
@calm widget
Hmm
The first method feels like it wouldn't work multiplayer
But maybe I could set up an audio source at main entrance
Loop for every player in the game
Would be how id approach it
Cuz it doesn't matter if it's synced
But wouldn't they hear the sounds from ezchother if the audio sources are played from them?
Well the players have multiple audio sources, one of which plays only for them
It's like
Helmet audio or something
Cuz otherwise everyone would hear multiples of the motifs sounds and everything
Notifs*
But personally
I think audio source at the door is much better method
That way no need to worry about distance or anything
ahhh
Ye I agree
Just set the distance you want for the audio source, create it
Boom
Done
Have it loop the sound on a set duration
God no, looping based on a timer will never work
Animation events
They're the way to go
Animation events is just "if you're in this frame, run whatever number of different functions you want"
I can just grab the main entrance audiosource/make one and just play that in the same Animation events as my normal footsteps
Yeah but what if they die, change states, someone notices and "suggests" it'd be better to change it
Plus loops are annoying to get right in terms of one footstep and another making the sound
Rn the sound itself isn't synced cuz who cares about which stomp sound is played
True, personally I wouldn't be so worried, but is your baby cx
If you think you can do it then go for it
Yee ofc, if I can setup a loop, I'd be easier to setup an animationevent
I still need you to show me that when I get to taking on the skulk again
Yeah it's honestly super easy, it's one of the few things u can code in 2 hours, or setup in Unity in 30 seconds
i could see him rolling at people and when rolled over your body will be stuck in the cactus on his back
wonder since the cactus seems pretty big i wonder if the red giant will struggle to eat him
too sharp to eat
He just wants a hug
I'll need an "eat then throw and scream" animation I guess 😂
Tom and Jerry youch scream
@hollow garnet @fallow dirge was completely right
i needed a boxcollider on the mainbody
now the old birds target the giants
now to make em take damage and run away on the other hand...
i'd probably just have to add a new state and make the animation from Any to running away or something tbh, maybe ill make em attack the old birds back
nice!
ugh the missiles themselves dont cause damage, they just make the forest giant open a burning container
and it checks how long its been burning and kills it
that's kinda more cinematic tho
the old birds can fire as many missiles as they want
so i just gotta let my giants tank through all the hits 😂
yee xP
can you share or send me your code btw so I can work on implementing it to general indoor enemies?
lol, there is a radmechmissile class, maybe i can do some detection thing for the missile
sure
ThreatType IVisibleThreat.type => ThreatType.ForestGiant;
int IVisibleThreat.SendSpecialBehaviour(int id) {
return 0;
}
int IVisibleThreat.GetThreatLevel(Vector3 seenByPosition) {
return 18;
}
int IVisibleThreat.GetInterestLevel() {
return 0;
}
Transform IVisibleThreat.GetThreatLookTransform() {
return eye;
}
Transform IVisibleThreat.GetThreatTransform() {
return base.transform;
}
Vector3 IVisibleThreat.GetThreatVelocity() {
if (base.IsOwner) {
return agent.velocity;
}
return Vector3.zero;
}
float IVisibleThreat.GetVisibility() {
if (isEnemyDead) {
return 0f;
}
if (agent.velocity.sqrMagnitude > 0f) {
return 1f;
}
return 0.75f;
}
and ofc adding the interface to the enemy itself
as a component, or more code?
code
oh it looks like you can make any object have some IVisibleThreat component if it has a collider and then return any old transform to target with the missiles perhaps?
with the GetThreatTransform() function
interesting
so perhaps @hollow garnet should create a component to attach to any colliders on indoor enemies that can return the first parent EnemyAI component
yeah true it does just look for a collider and u can make it any collider technically
my problem is now making my giants get damaged by missiles
honestly I'm wondering if my beta code was fine and it was purely the collider missing
how did you set it up?
(audio knight that is)
yeah that seems about like what I was thinking
you would want to attach that to every object of an enemy that has a collider on the Enemy layer
then... I think that should do it?
hmm i gotta figure out how to make it detect the explosion now and damage it accordingly =_=
Oh the IVisibleThreat methods don't search for the colliders automatically? I thought Xu was saying they didn't have any colliders on the enemy layer and they added one to it
Easy enough tho
there has to be a collider on an object in the Enemy layer alongside the IVisibleThreat component
so depending on whether those enemies have a collider on their base object with the EnemyAI component, it may not have worked
ahh okay
so if EnemyAI.GetComponent<Collider>() == null or EnemyAI.gameObject.layer != 19 it won't work
unless you put the IVisibleThreat on a Collider child of the EnemyAI
quick question, do you know what tag if any the radmechmissile's are given?
nah, tag this time
oh not sure if they would have a tag
im trying to see if i can detect a collision through OnTriggerEnter
yeah might just have to compare name instead then
you can probably search for the prefab with UnityExplorer if you switch to the HideAndDontSave scene
true, ill give that a look in a bit
@fallow dirge would I need to add the component and assign all of the variables within the for loop?
like this more or less?
yeah, that looks about right to me
just to rubber-duck rq, this would check the layer the collider exists on, then if it's the enemy layer, it'll add the component to them and assign all of those variables (the instance ones of which are on the EnemyAI prefabs already so it's just grabbing it from the base)
assuming my theory is correct anyway
mmk, I'll send it to my guinea pig @limpid whale then 🤭
Lol
oh one thing I see wrong in the class though
Well Xu needs to push the Giant update first though
Vector3 is a struct, not a reference type, so it will be copied into your class and never change
if it works I'll make it a little less general, cuz rn it would be adding it to every enemy even if they had it
(speaking specifically about agentLocalVelocity)
idk, that's how Zeekers coded it lol
wait where
the only softlock that happens is with my redwood trying to eat a dead giant lol, you should be fine testing whatever star wants to test
i got my stuff working mostly anyway
here's the snippet from the forest giant AI
unless I'm misunderstanding what you mean
ah you are
agentLocalVelocity isnt a thing afaik
I'm referring to your agentLocalVelocity field, that will be a copy of the velocity at the moment you created the component rather than it changing
it's a thing in AudioKnight's class
ah ic
but because it's a struct Vector3 type, it's copied on read
ohh
well here's the thing right below the snippet I posted above
so I just copied it over :B
I see
yeah thats directly from zeekers code right?
zeekers did a silly
ye that screenshot is the forest giant AI
that condition will never change
so really visibility is always 0.75? :P
probably yeah
well I'm not gonna risk changing it atm, I'll just keep parity with existing code in this case
I wonder if that ref exists in the code that Zeekers wrote, because that might have been an attempt to make it work but it's not how it works
unless there's a surefire way
the surefire way is to delete the field lol
you're assigning agentLocalVelocity = agent.velocity, but you can just do if (agent.velocity.sqrMagnitude > 0) in GetVisibility()
oh duh
but yeah, if you want to mirror the vanilla behavior perfectly, you could just remove that if statement instead
up to you
I think I'll just do that since there's no apparent risk of breakage.
Since IVisibleThreat is an interface and not actually a component, is there a way check for whether or not it already exists on a creature?
Zeekers has this section in the radmechai where he does IVisibleThreat visibleThreat = default(IVisibleThreat); and then uses it later in ((Component)((Component)RoundManager.Instance.tempColliderResults[i]).transform).TryGetComponent<IVisibleThreat>(ref visibleThreat)
but idk how to go about it
(default(IVisibleThreat) is probably just the decompiler being funny since that's equivalent to null)
I think you can just GetComponentsInChildren<IVisibleThreat>(), but as far as the speed that may end up being quite a bit slower than getting a component class
no idea how Unity implements finding component interfaces
if that doesn't work, you can just check whether there's a Collider present with an IVisibleThreat alongside it
but really I would probably just make a whitelist of enemies to do this to
you don't want to do that to custom enemies if they aren't intended to be targeted
fair actually
Maybe a static string array with the names of indoor, killable enemies since that's all I'm looking to do?
(though for beta testing it'd still be all encompassing just to try and hook Xu's giant into it)
assuming my giant doesnt already implement what you're trying to do
Well as of current release it doesn't
thats true
okay it cant detect collisions from missiles
so lets just detect explosions based on how close they are
So it's a good test since it's a custom outdoor enemy that doesn't (currently) have an IVisibleThreat component that Lunx can easily get to spawn on one of the new v50 moons
mhm
hopefully the detection of missiles isn't too costly? I think it might be good to instead hook into whatever does the explosion effect to deal damage to your enemy, since that way you don't have to poll anything
maybe, i'd have to learn hooking and that but we do have a good guide on it from @rocky sparrow (im assuming this is patching)
yeah, probably could just be a Harmony postfix I assume
(I haven't looked at the missile code though)
if (threatColliders[i].gameObject.layer == 19 && threatColliders[i].GetComponentsInChildren<IVisibleThreat>() == null)
Would threatColliders[i] just be the actual collider component and that'd be why you'd run GCIC rather than just GC?
the result of GetComponentsInChildren() shouldn't ever be null
also wait what is threatColliders?
I figured it'd be best to grab all the colliders and then iterate through them, no?
(ignore the gameObject on the right side of &&, meant to remove that)
So I think I understand. GetComponentsInChildren() returns an array, hence it won't ever be null, so what about singular GetComponentInChildren()?
and actually maybe I should still use gameObject, if I could then remove the recursive aspect of InChildren and have it just look alongside itself
This is mostly pointless since, as you suggested, a whitelist would be best, but I'd like to know if my logic tracks at all
Test was a negative, but that might be because of the missing collider. I was hoping that it'd somehow work anyways, but I'll just wait til I can test it on indoor enemies myself when the LLL update drops
that can be null, yeah
also, for that logic, I would use TryGetComponent() as Zeekers did, I'm not entirely sure whether GetComponentsInChildren() works with interfaces
come over to the AIFix thread and we'll stop cluttering Xu's thread 🤭
coding make my brain hurty
sameeee
Turns out explosions do make a force, I just had to override the hit enemy method, I'm stupid
eyy no longer on a break from DnD 😂
I still am btw
:C
you'd need about 50 missile direct hits to kill the redwood
he's probably the only 3 digit hp enemy
goddamn it takes a while to kill the big guy
make his body sellable XD then your weight is like 999 or smth
I was worried that he would die somewhat easily, glad he gonna be beefy
Make it so we need 4 players to grab it lol
solo players be boned lmao
Wait
There’s missiles now?
v50
Cool
Did you ever figure out if there was an issue with setting the weight to 0?
I figured it out, the update made a new config, the old one was GiantSpecimens and the new one is TheGiantSpecimens, Probably should put somewhere that you did that, I can't believe I never noticed🤦♂️
i got really tired and had to use my autoclicker
300 hp is a lot of clicks
ignroe the fact that the particles come out of the feet, i'll figure a fix for htat later
I might make a heart for each giant as a scrap droppable once you kill em
😮
unity fucked up my scripts again, gotta re-apply everything
me when i die
Does the redwood interact with the old birds in anyway?
Besides them just shooting the redwood
Can he fight back?
from what little ive field tested and observed, they kind of ignore eachother
ye he'll fight back in the new version im writing rn
Awesome
is he gonna throw hands or smth?
or just stomp
Redwood Giants sometimes spawn inside of the Art Warehouses
Which makes them unable to move
will fix with the next update
but also if normal forest giants spawn there, would they be able to move? kinda curious if thats just a vanilla L
Not sure
They are the same size as Old Birds so if Old Birds can spawn and enter the warehouses so should normal Giants
where did your green color go 😭
le retirement
now you dont have to be so scared of me
never has been🤭
i wish i could retire before 75 lol
unlucky
same
No green Xu 😮
Just get some new eyes from the eye store
The newer models should have color integrated
Oh fax
i thought you were colourblind for red shades
did you try to unplug your eyes and replug them?
Delete System32
nah there's an easier fix. just gotta add the colors back into ur eyes with food coloring like an eye drop of each colors.
maybe left out a ; in the code 🤔
Can I get the green color myself? It's my favorite color. [?]
Red green
Apply for mod
/j
You can get vomit green if you become a gameplay modder
Lol
Can you read that image
pst! it says 69
Nada
Clueless emoji then
I just create sounds. 😩
Create sounds for me wen
Driftwood is finished, I just need sounds :3c
👀
