#Index: Purger
1 messages · Page 2 of 1
ill start work on it now, it might be an interesting implementation
All this time dialogs either were... About writing text in whichever form (Stalker, i still hate you for XML for dialogs), or about graphs, but this is actually unique one as much as i've seen
it could probably be done much better but oh well
ideally I want a custom Dialogue resource
which the DialoguePlayer can take
the Dialogue resource could also modify properties or call functions from other nodes
when the DialoguePlayer is played
Changed the main menu background for now, maybe i should consider just using a screenshot
This works well with my triggerbox implementation, as the triggerbox just calls a function on whatever node its set to
woah! i love that
Loading times should be better now too!
But how does that resource work though
Is it just going to be some kind of exported array to edit?
i love that we both went for the same thing (even though I never sent a screenshot)
where the background is 3D and presumably animated
I dont know, I'd ideally want it to be editable text but may have to go the array route
Still wanna make some kind of character running from one place to another... actually...
I mean, why not
maybe a dialogue could have an array of DialogueItems that have dfferent things? Idk
ooh
fancy
Sorry walk guy
That can be a thing too. In my case i have a basic class like DialogNode, that can refer to other DialogNode, and some of them can extend DialogNode to have their own data set and etc
But i think you can go with simpler implementation and it should be just fine
At 4:20, i made a commit where 10000 files are somehow affected, with a name "Fix high file size", that's pure comedy
It looks cool. I hope it will change from level to level.
The screenshot is so boring, what do you think of the looped video sequence?
NOOOO
lightmode aaaaaaaaaaah
only now got time to listen, man this is really nice! reminded me of project i.g.i. some reason haha
been needing to ask, what is [IDX]
i'd be surprised if it doesn't stand for "index"
I'm going to think about it. Honestly the more i used to work with videos, the more i used to HATE IT. It is problematic in many ways, the file size, the possibility to upload it to remote repo, the general mindfuckery over production, and, of course, mindfuckery with FFMPEG to convert it to Godot-readable format. Maybe i really should keep it the way i made it, more like HL2-esque, it worked back then, it will work right now
Wdym? That means you'll be able to play exported version my dude. IndexPurger.pck is not the entirety of the game, it is a core (basically autoloads, game_start.tscn, etc) that is launched to read other game files, so it's all just fine
Bender suggested adding "[Index Project]" to the end of our nicknames, but i suggested to use something shorter and... Now we are weird clan that is developing a game. [IDX] for the win! Yep, it stands for "Index"
Sublime Merge forces you to use "light mode" if you haven't paid them money. Maybe i really should consider to change over Github Desktop
Ragdolls are always gonna be funky
I played it literally today! Nice game, but got stuck on ~4th(?) mission where you are playing as sniper. The alpha squad always says that their people is dead even if they are all alive, that's so weird lol, i tried to kill everyone with SVD to prevent that, but didn't work well. I like the electronic soundtrack on mission 2, probably that one is similar to that EXP track
Sure thing, gonna check soon, gotta answer everyone
alrighty!
Guys...
I'm trying to be adequate person
Trying to look serious
But i can't hold it much longer
WHAT IN THE NAME OF FUCK
I NEEDED IT
THANK YOU
Just hope nothing else will break though
That looks... kinda simple?
Alright... There is one thing i start to regret about
LocationLOD gives literally zero fucks about lightmaps. AKA they are broken on these meshes and not even sure what to do. Not that i'm a big fan of Godot 3 lightmaps because, well, i'm having a stroke with baking times and other issues, but that is something i wanted for so long
Alright, i don't really like the look of this
This PR makes it possible to use three cascades.
Ah, that's what they did
Honestly, the more i look at all this stuff, the more i wonder about potential possibility to make it possible to switch over GLES2 in render settings. It will screw up a lot of shaders, though... Should check it anyway
Time to check
Lol, so weird, but i kinda love it
Dark, and i feel it made the performance even worse
Switch over GLES2 just didn't do nothing to performance and did significant changes to visuals making it nearly impossible to make it look same as GLES3. Seems like to be not an option to provide, if it is even possible
Hell yeah
Fourth mission was always my personal hardest ever since my grandpa introduced this game to me at the age of 6 or something
I'll probably try replaying it today, see where i can help haha
Isn't the limit 50 mb?
50 MB - warning, as Microsoft doesn't want you to abuse their free private servers :)
100 MB - critical limit that will stop your commit from uploading
Got through that mission, i just did a mistake by not going onto tower and just decided to shoot enemies from the hill. Plus a bit screwed up timings from my side, spent too much time on these guys at the village
By the way, i kinda like the soundtrack of the first part, not sure if i made it similar, but it has that cinematic vibe
i am still unable to pass the first mission in igi 2
i have no idea how to trick these troops to open the gate without them detecting me
i remember i once just went around half of the map, swam ("swim" in past tense, i don't remember if that's the correct word) through the river to something like an observatory (which took hella lot of time because character's swim speed is awfully slow), entered hitman mode and killed all nearby enemies with knife to mot raise alarm ONLY to realize the bridge fence is locked as well
shiny
hell yeahhh
I still didn't get to IGI 2, because... still stuck on IGI 1 at "Get the Priboi" mission, mainly i'm stuck because that level is just too hard. It needs 3 medkits as minimum, but they put only one. I launched the IGI 2 to check what it is like, and, damn, i got killed by a damn crowd of russian mobsters, that's rough
It's really weird how it ended up being more shiny as result, i honestly expected it to have no shininess
very odd, but an interesting look
also, incase you're still curious about texture quality with mipmaps, I sent a video of its usage in Project S in the thread
Kindly made (in game) by @steady maple
I'm still wondering what's going on with the walking cycle
I think i did nothing wrong with it and it is just broken now
the animation is not animationing
Also lmk if you’re in need of VAs
Hey, thanks for an offer! Gonna remember that as, potentially, certain characters may need more humane voices, but it is still a subject to check
Opening an issue, not even sure what's going on
TL;DR;
That might be related to saving of all resources and scenes in text formats
Like .tscn?
i literally today had the same issue, i was accidentally saving Godot's custom Theme to my Control's .tscn, which immediately caused it to explode to over 80mb in size
like Calinou said, first thing you should probably do is find .tscn files that are larger than a megabyte or so
.tscn, .tres, list goes on. You can guess what am i going to spend time on for future several days
then open .tscn as a text file and look what resource and where is saved in plain text
I fixed that, but my own problem is quite related to external resources, too, so... Just turning them to binaries
I fixed that
Alright i'm a bit of a liar, there is still some cases, but earlier... Oh man, 30-100 MB for each scene
I know what it saves and it scares me
Damn, that year started in quite a funky way
It's been 29 days since i've been actually working on the game itself
I love it
It's been a while since i purged you, buddy
It's been a while since i purged you, too
And i wonder if i'll have to purge you all too
I never thought that "Index: Purger" project is going to be about purging the files
Ah, forgot about these two, they are two biggest contributors to this problem too i think
took a read and glad to see it was resolved
I may put to use saving some of my files as .res for organization and scene time as well
Still a subject to check, but, yeah, now knowing that text can be utterly slow for these cases... Maybe that'll fix it, i hope it will
I wonder how much Ctrl + S does take for you because, well, it was 10 minutes for me for many cases
It doesn't take long to be honest, usually a few seconds
I think saving was severely optimized in 4.X
"Premature optimization is the root of all evil"
But consider to use binaries, yeah, learn on my mistakes
but larger scenes, like m_rooftops_0 does have a clear increase in time taken
lol
will do, I already save binaries for animations, just not meshes
Purging
i have a question, do you have a source-like console system in Index Purger? and if you do, what was the most challenging part of it?
Not really Source-like, but yeah there is console and for several months, this game had no main menu or anything like that because it wasn't really needed. If you wanted to play, change_location m_day0_0 and here you go. I've got one from the asset library, so i didn't make one on my own. The most challenging part is probably... Not sure, it's easy enough, but it was just about adding the commands. I'm doing it in a dirty way, there is literally just one file that has them all. It's fucked, but it works
Like, it is literally an auto-load like that
That console may need to get some improvements, like auto-completion of the arguments like in Source where you could write changelevel and it would suggest you potential arguments to enter
But, really... It just does what it has to do
You have commands, a help command just in case, auto-completion of commands, it's all fine
I generally hope there are not going to be a lot of people having access to this repo
If you are going to make one, just remember that in your mind, these commands may seem to be helpful when... They are not really, i think, however it may be handy to have them, like...
value_set_bool display_debug_info true
value_set_bool display_debug_fps true
change_location m_day1_0_armory
debug_fly
dev_bind debug_fly
debug_ammo_pickup
debug_npc_logic_label
And etc.
I wonder if you are going to add one and i wonder for which cases do you really need it? As i said, in earlier versions of the game, that was the one and only way to start playing this game
Ohh alrighty, interesting
just for general debug stuffs and for anyone whos interested in exploring the inner workings of the game
like
load_scene and there would be auto completions for all the maps
maybe a noclip as well
These 2 are really handy
Just remember there are already good console command systems out there in asset library, there is not much of a need to reinvent the wheel
alrighty
howd you make the default texture a missing texture material??
if mat_replace_path == null:
return MISSING_MATERIAL
LocationModelTool assigns materials automatically depending on the name of them
oh, neat
How much have i had to return into this game level?
Almost forgot about volumetrics
It looks so surreal
Now it takes up to 20 seconds to save it. Earlier it was 10 minutes...
I need a graffiti like "TEXT IS EVIL"
I think opening a scene also got optimized. It could take up to 2 minutes to open one, and now it's nearing 40 seconds
Text is a fucking evil thing
!
I can't wait to see if loading times in game also got optimized
thatll be crazy because I dont save any of my meshes as .res
do keep us updated on this please
Main reason why i keep my meshes as separate resource as they are usually modified instances of those which are saved as .GLB files, plus it helps to lower the file size of the scenes because, as i mentioned previously, these modified meshes were stored inside of each game level .tscn which resulted in crazy file sizes. Most likely you won't stumble across that issue, but in your case, i highly recommend trying to keep your prefabs as ".scn" rather than ".tscn" if it comes to that
I think many issues i have right now are taking place just because i have used this engine the wrong way
huh? I never knew .scn was a thing
Only .tscn but I guess it makes sense with one being text and the other binary
Binary format of scenes, yep. Same thing for resources being ".res"
ahh
There is also binary format for materials like ".material", but these are resources so it doesn't even matter if you store them as ".tres", ".res" or ".material"
oooh interesting
does it save on file size?
I kinda want a really low file size for my game just because itll be funny
Sorry for russian, but yeah it does as it seems
woah
Right values are standing for "kilobytes"
no need to apologize
thats quite a difference, and 3400Kb isn't even that much. Imagine what it would do for a level thats higher
m_day1_3_post0 and m_day1_3_post1 are using up to 50 megabytes for some weird reason, i wonder if some props/blockout-meshes meshes are stored inside
I think there is one bad thing about binary formats though
Text formats are easy to debug if it comes to opening in literal text editor
This way i noticed many issues that i could fix later
BUT... You can still save it as text format later anyway if you really interested to see that kind of info, right?
That is probably the dumbest design flaw i had in this project and the one that spent the most of my time during this month
I thought that project wouldn't be able to impress me in that kind of stuff anymore, but i was so damn wrong
Here is more numbers for you, it seems to cut it down by twice
wow
It seems to cut it down even more
Terrifying to watch without meshes around
Man, it's insane
I hope it'll make it through
It does make it through, but so slowly
That feel when i need literally several commits to push it on remote repository
Part 34... How much do i need to push these 3000 changed files
Part 56, send help
61 parts in total
Gource was a mistake
Online sequencer dropped with a new update, decided to try to make something filled with electronics just like you and made this little snippet
Nice, sounds menacing. What's the update?
they made Pop Synth and Synth Bass have sustain versions for them
before it was just like a pluck
but now its sustainable
so I just abused that with other sustainable electronic sounds
So you can make something like reese bass now? That sounds great
yee!
This is why I’m still on them mostly
It’s also super great for version control
^^^ This too
Cuz you can see what’s changed and when
But apparently now i'm forced to switch, sad
Yeah I’m sorry, that really sucks
Would be nice if (besides making tscn work better for large scenes ofc) there was a way to easily convert .text-based resources and scenes, etc, specifically for when the project is exported
maybe that already exists
yeah but sometimes they’re a bit complex, and can also work in specific ways you might not want. I used a single-file console from the internet for a while (had also been meaning to look at an alternative but it’s been so long that I forgot what the name of that console was)
Anyway I’ve modified that console so much that it’s practically its own thing entirely now
Yes by a lot
Especially cuz it gets reused across levels / instances
yeah but sometimes they’re a bit complex
I've taken a look on sources in my addon, seen some regex magic and wanted to cry. But besides that it was... fine?
What's the single-file one? Sounds promising
I’ll look into it I forget where it is
Originally it had you create specific commands as functions inside node scripts
But I didn’t like that
So I changed it
For my version it’s actually not a single file hehe
There’s 1 file for the console, and 1 for console commands
https://github.com/ExplodingImplosion/general_utilities/tree/main/Utilities/Console
this only works for 4.2 tho
And it has a couple of dependencies with other files (I moved the BBCode stuff to its own file)
That's actually impressive. Honestly, maybe i should've tried making something like that on my own
166 lines for console
I suppose that game files will need to get purged too, seeing this amount of files
During this episode of weird technical mindfuckery, we are going to fix... that
ERROR: Cannot open file 'res://locations/meshes/LOC_PROP__medkit0.res'.
at: load_interactive (core/io/resource_format_binary.cpp:939) - Condition "err != OK" is true. Returned: Ref<ResourceInteractiveLoader>()
ERROR: Failed loading resource: res://locations/meshes/LOC_PROP__medkit0.res. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:270) - Condition "found" is true. Returned: RES()
ERROR: Can't load dependency: res://locations/meshes/LOC_PROP__medkit0.res.
at: poll (core/io/resource_format_binary.cpp:611) - Method failed. Returning: error
A medkit prop, you traitorous scum
Actually, it's all alright...
It's here too...
Alright, the time has come, purging the game files
10 gigabytes were removed, damn, i wonder how much it is going to weigh afterwards. Before it was like 5.5 GB
It's all over again
5107? Wait, what
Damn i just realized that it wasn't because of anything i thought of, it was because of the thing that ignores "LOC_PROP" word if i add batched files like these LOD meshes
Here we go, i hope it won't crash again
m_day1_1 - fine... gotta check others
During m_day1_0_armory i've got a boost in loading times, but i suspect it to be connected to usage of mesh combiner for entirety of blockout rather than to binaries
The game now weighs 4.67 GB, which is about more than 20% decrease in file size
Actually, nope, it's not "more than", it's almost exactly 15%
Holy shit, LODs here need some configuration... But yeah, m_day1_2 load just fine too
I wonder why
45 fps
I told you this game is unplayable for me and i decided to accept it as it is
That's really it, minimal system requirements are no longer correct
Honestly, i seriously thought i'm going to be able to make an optimized game when i started it
I thought i'll be able to get 60 fps on my hardware
What a fucking joke
I've used this engine wrong right since the moment i had an idea of this game in my head at first
If it starts, then it’s good, isn’t that the minimum system requirement? (hello from Tarkov's minimum requirements)
Lol dude that seems to be true
But i'm still going to bump it up to get less mindfuckery with potato PC owners
Seriously all these attempts to optimize this game resulting in nothing good
Nothing good for my mental health in first place
I seriously still hope that all the performance issues i have in this project are tied to one little, simple, dumb thing that is easy to fix, like that stuff with binaries
oh those potato owners
what about binary scenes and lods?🥹
I genuinely start to hate moments when i see 117 fps in this game, because at these moments, absolutely nothing is happening
It's like some kind of weird trolling like "to get some good performance you had to do nothing"
God bless our souls
It looks nice with some anti-aliasing, depth quality, not really much but it does look fine
But crank it down and you are now playing modified Cruelty Squad
But hey, better performance
I'm waiting for reloading, like in cruelty squad
One of the new mystery modes, i suppose?
oh yeah that's a good idea
what is this for ? showing stats in game or something?
It’s a command interface
Both
Doesn’t currently have a way to exclude commands in non-debug builds, but I’m planning on figuring that out
ooh ive been needing something like this
will check out later
track name 🔥 🔥
May or may not be helpful but apparently valve's entire SDK is just there
for free, in a public repo
Nearly ago i downloaded the SDK and was impressed like "Wait, they really let you download HL2 for free, but without content in it?"
Glad to know you like the name! Making these names in kind of funny way to refer to certain events of the plot. Sometimes i'm going too far with it and name sponge-bob music as "Mall Nightmare" simply because it is playing in one of the halls during aftermath
Actually "Empty Halls" sounds more like sponge-bob... Anyway
Alright, so... 2 days ago i was very, very negative about performance of this game mainly because i'm an owner of pretty potato PC and i wanted it to run well on it. I wanted to surrender in this potato war just yet, but i've got some new ideas for settings in this game. They are relatively easy to implement so i'm going to do that. What's the idea...
- Particle Quality
That is related to presence of such nodes like LocationDustMotes and LocationSmoke, that are usually pretty heavy on bumping up the overdraw. Besides that, it includes any locational meshes that use "volumetric light" material on them. Basically, when set on "high", that'll enable all that stuff. On "low" it is going to remove it all
- Character Quality
That will require some work on making LODs for HumanModel and, basically, the idea is about making low-detailed version display all the time if set on "low", and higher-detailed one with LOD on distance if set on "high"
- Material Quality
Basically, all materials in this game use UserSpatialUbershader and that may be relatively easy to just turn off normal maps, MRSAO (or any other specular stuff), etc
- Post-Processing Quality
That says it all, i'm going to switch over lower-detail versions of shaders for these and that should give some additional FPS
The only problem with this kind of settings is that can be applied only after going through a loading screen as these require to run logic during initialization of the mentioned classes. Additionally they may make the situation with shader compilation worse, so... It's better to do that during initialization to avoid problems.
Should be a nice 20-minute adventure
Alright, i was wrong, i did one thing...
if name in MOVE_ANIMS_LIST:
var move_anim = HumanModelFileArchive.get_no_hands_animation(
name, anim_set_name
)
That is one of these new optimizations to make loading of HumanModel faster, i did a mistake by not setting "looped" option. Honestly surprised that animation system could handle that animation is not looped, however it was a bit misleading
The fix is...
if name in MOVE_ANIMS_LIST:
var move_anim = HumanModelFileArchive.get_no_hands_animation(
name, anim_set_name
)
move_anim.set_loop(is_looped)
No more Michael Jackson bug :(
Particle Quality: High
Material Quality: High
Particle Quality: Low
Material Quality: Low
Low quality of "Post-Processing Quality" setting kind of reminds me of earlier days when NFS:W was online. People used to lower post-processing quality in there just to get rid of that effect when you hit something way too hard with your vehicle. I feel like players in this game may do that too because lower quality of post-processing gives...
- Better view with low HP
- Ability to use night-vision goggles at day due to lack of blind spots
- Suppresion doesn't hit that hard visually
But, hey, it's cheaper
if that's just a menu, couldn't you prerender that?
(i feel like the difference between the two images is just too large)
It has a lot of things that i wouldn't like to spent time pre-rendering, like that one running guy and etc. Plus videos/screenshots don't really fit to certain things... ah wait, you didn't mean it
That's the point of the settings, i used the main menu to show how it works, because in certain scenes, particles and materials can drop the performance down
When it is not really impactful on better PCs, i could feel it sometimes on my own, when disabling volumetrics and particles could result in additional 20 fps
In terms of m_day1_3_post0 - there are a lot of "light volumes" that also take up a little CPU for various calculations too
ah
So if one needs performance boost with no need of keeping the good look of the game... here it is!
Plus i'm totally not trying to recreate HL2-esque menu
so real
I've been trying to work on videos before i found them to be generally disgusting in each way possible (development, possibilities, etc). test_montage0 is barely 20 seconds and it takes up 40 megabytes (100 MB is dead end for any file in this project). Generally speaking, it's much easier and faster to develop (and load it in game!) a whole 3D scene as main menu background. The only place where i use a video is the intro that you can see when you start up the game, but, even in this case, i'm thinking of just switching over Godot animation with AnimationPlayer and a bunch of shaders
While dadaskis is agonizing over optimization, code, etc.... I'm making a parody of the sr-2m veresk
I will definitely make it in time. I hope...
The time has come for some GPU profiling, i was wondering how much does all of that new stuff with settings impact the game in terms of GPU events
9236 without all these fancy settings to ruin the game's graphics
8046 if you actually lower these new ones. Not much of performance boost either
So, what can i tell... The time has come for a new issue on Godot's repo, time to annoy the devs again!
That kind of warnings is actually looking suspicious but it may be a thing related to "Depth Prepass" of Godot 3.x
First example of profiler being broken after switching over Windows 11
Second example, it is broken but in different way
In first example, the game completely froze as i opened profiler to check what's going on. Profiler stated that the game is running well and shown that some functions doing something
Second example - the profiler continues to work even if the whole game has been paused with F7 button (pause scene)
We love windows 11!
We definitely love Windows 11!
any updates on performance?
I'm waiting for the settings to be made for the number of ragdolls
And the time of their disappearance
lol
💀
But i hope they answer the very next 12 hours. For now just checking out how 3.6 beta 4 is going to run it
does run bad on @tardy shard 's computer as well
Nope, 100 fps is minimum i've seen yet
It's like 120 fps with maximum settings
did it use to run at a higher fps
I'm scared to think how much fps he is going to have with my settings
if it used to run better on their computer and suddenly droppde to 100
but if not, then maybe its something else
@tardy shard ^^^
I don't remember if you had better FPS since the moment you tested this game after build 4
In my case i definitely noticed how Windows 11 impacts everything, but i'm still curious about changes on his side
The only case when we had bad performance is because he had x16 anti-aliasing as you may remember
hmm odd
Ah yeah, also because of some physics bullshit when you walk on dense concave collisions, but that was fixed long ago too
Bender has a lot of servers, so response may take a while
For now 3.6 doesn't really like some scripts i've written
And some that i didn't write too like Zylann's terrain system
3.6. beta 4 didn't impact performance much, no changes to be more correct, gotta check the profiler too
Wait a second... 3.6. seems to fix the profiler issue!
Actually... not really
It is still running even if i pressed stop button
Pausing and unpausing the scene works well though
"Ultra" settings (with post processing, 8x AA )```
In fact, it's case by case. On average, in battle I get 100-120 fps (sometimes it drops to ~70, but I don’t feel it, since I have a 60HZ monitor).
(oh those damn stun grenades)
My setup:
```i5 - 7400
32 GB (8x4) RAM 3200hz
GTX 1080 (8 GB)
Game on HHD (7200 RPM)
@silk egret
huh, neat
I'm definitely going to set his specs as minimum ones to avoid all issues
thatll be worrying for me
my specs arent as good
At least now i can see what the fuck is going on, yay, gonna fix it
ejesus christ
why is locationprop calling physics process?
shouldnt it call just process
Don't worry, mine aren't good as well! Alright, just joking, but, damn, i wish to fix it all up
I needed a fixed time step, yeah
timer breaks on low time values unfortunately
_process delta value doesn't really provide an actual delta value as i want it to be so, yeah, _physics_process my beloved
oof
So if it will be used for a time of 1.5 frames, it is going to be runned only on frame 2, that sucks
Luckily i don't need that kind of precision
Looking at SpatialAddTransformManager... @tardy shard, i guess i'm going to make game settings soon! No, not because i want to make that ragdoll stuff, but because i see an opportunity to optimize CPU usage by disabling some CPU effects entirely like in-sight reloads, left-hand animations, low-HP tremor, list goes on
"Legal cheats"
It's more like legal way to punish yourself for having bad PC
... Who cares anyway, right
I wanted to not turn the settings menu to a damn Excel
But i'm making more and more steps towards it
can you please also add an option to turn off the game? pretty sure for players who don't need it this will be a massive performance boost
There is one! Quit game
Alt + F4 also gives a major boost
hmm i'll consider that option, thank you very much!
It also works in all new AAA releases too! I've never seen that such a simple fix can be so universal
Some say that is also a secret cheat for a lot of loot in Tarkov
DONT
late...
Man i hope he got some super abilities, you know
🍞
I take my words back, it's broken again
I feel like i've got it working again in 3.5., all i had to do is just launching the game and launching the profiler during the game
Maybe Godot's profiler has some kind of issue with attaching to processes in win11
LODs are ruining performance for Bender on m_day1_3_post1, but, honestly, i'm surprised he managed to load a location that takes up to 2 GB of VRAM
The time has come to some changes in how LODs are applied, i guess
Each time i think this system is mental is just me being an idiot
And i take these words back too because i just decided to try it out again and it is printing random bullshit in profiler tab
Ah yeah, it also froze the game
:(
Honestly at this point it is kind of hilarious
||task||
You will find a way out, right?
I'm not sure.
Lmao damn
That is actually the best HUD bug we've got yet
I'm actually surprised that entire m_day1_* didn't fill it up too much to the point when you cannot see any new tasks in that list
Gonna make presets today, definitely gonna get to them and... LODs again, they just won't leave me alone
Yooo guys i had such a cool dream, like i was talking to y'all about performance things and then jokingly said that i was gonna try to alt-f4 IRL and then i died haha
Just woke up, apparently i daydreamed at my desk
Fun, right?
You just restarted irl
Godot? Yes
why?
because not 4.x
u started it recently ?
Almost 2 years ago
We are not going to Godot 4 anymore
Graphics settings presets
Implemented a setting called "Props Amount" that should generally untie my hands when it comes to detailing of the game levels. If player wants to lower amount of props (that means all location meshes really), this setting can do a trick
And as you can see, when set on low - it removes that pile of stuff. Of course that is kind of extreme example as this pile of things could affect gameplay quite much, but still - i think it is going to be very useful
okay dadaskis at this point you should really add a "Game | Enabled/Disabled" option, at least as an easter egg
i don't know a single game that allows you to turn off legs
No, we can't let the players to have fun that easily
I'm going to keep it there forever. It is doing nothing, but that would be fun to close the game... actually nah, someone may misclick it
perfect
Alright, good news, i'm actually getting a performance boost at this point, but still quite much of work to do. I hope that damn profiler is going to work now
All i had to do is cut player's legs off
But sometimes...
Nah, i had plenty of fun with settings, to the point when i can actually share that fun with others. But that song... broken HDD... LocationPhysics... LocationLOD... Yeah, it fits it
I'll have two settings, a setting for reverberation, a setting for footsteps with extra dip, a weird setting, 2 more settings, one with cheese, and a large game-killer
I've been thinking, like, what is going to happen if you will make Mauser as your first weapon. I guess everyone can see the result, that guy is learning everything fast
It remains to learn how to earn a lot
||(Maybe this project will be like this :D )||
Progress for today was quite... productive, if we talk about numbers. From laggy 3-12 fps it is going up to more stable 25-30 fps, and there is still plenty of possibilities to try out
In more calm moments it's going up to 35-40 fps
All i had to do is just add that settings menu which can get even more options to tweak
Enjoy your stay on MiseryFM!
Little fancy debug game level for testing the props
Where did the 180k triangles hide???
So you tell me to make a setting to lower viewmodel hands polycount?
What a nice idea
I mean in this scene its 545k triangles
545k vertices*
And 212 fps
nah its 545 triangles
As you understand, mainly this game suffers not much from GPU usage but... CPU
Yeah... gdscript and such
Ah, this, yeah, m_day1_1 uses much
I'm going to go through this level and use "props amount" settings to lower it down
You don't have to render triangles if there is nothing to render
Im just saying that if the viewmodel is taking up 180 and the entire scene 545 that's 1/3 that goes to the viewmodel
"Viewmodel Hands Quality" inbound i guess
isn't it the other way around? the lack of a video card greatly impacts performance
The lack of videocard may make it even impossible to launch any Godot game
What i'm saying is that GT1030 can render everything well, but AMD Athlon sucks ass when it comes to combat scenarios and etc
although... on that laptop the performance is bad
I'm talking about minimal system requirements of the Steam page, not about making it run on all laptops of the world
Well I assume that the game uses forward+ to render, which means that no mather what it shouldn't be able to launch iwthout a dedicated gpu
I mean the integrated graphics in the processor*
If you will literally remove GT1030 from my PC, i won't be able to run ANY Godot game, so i'm won't even try supporting iGPUs, i had enough of that during gm_post_ussr
GLES3, that's Godot 3
ah
Funny enough, GLES2 does no shit to performance
might wanna upgrade to godot 4 then?
We are not going to Godot 4 anymore
Has the project done a 'I no no wanna' on godot 4?
Constant reimporting, crazy RAM usage, generally broken, and if i really want it to make it work, i need to transfer it module-by-module, which will take a lot of time because the code base of modules consists of >45000 lines of GDScript
damn... thats rough
So for now Godot 3 is kind of guarantee of stability for me, yeah
Of course it has it's own flaws and stuff, but mainly, it can pull this game off, especially if i won't act like a dumb bitch and actually try making it work on it
I still have a feeling i'll have to bump up the minimal specs of the Steam page to some Intel Core I5 and GTX1050
I mean i5 1050 is pretty reasonable in 2024
Wait WTF 40-50 fps during combat, shit starts to work well
And much, much more reasonable than AMD Athlon that i have
If you get 40-50 on an athlon that's really good
I remember old days of development builds when everything was just a dev-texture, and, you know, i had like 70-80 back then, and it wasn't really optimized too. Maybe, just maybe i can pull it off and make it have that kind of framerate
WHAT
Alright
So, secret plan
We are going to make it not common graphics card if all owners of 3060 will just turn on fully-minimal settings of the game and fry their GPUs/CPUs
And for cpu
Hmm, my Athlon has 3.00 GHz and 2 cores
I'm going to be very happy if that game actually will run stable for me
I've not told it to anyone but...
There were days when i tried playing Payday 2 with iGPU only, i had like 8 fps, i've tried to use pretty low-level configs to edit the game's graphics
It is my childhood trauma that probably somehow affects the fact this game is going to have a million of options to get better performance
Even if someone will leave a negative review like "my legs disappeared at second level of the game"
If the legs disappear, but you get 8 fps more is it worth it? I would say so
Especially when you can just enable/disable it as you wish! Plus, probably, even more authentic vibe of old shooters where you are nothing but floating hands for most of time
Even in most AAA games you can't see your legs
So really you can just disable them from the start and nobody will notice
AAA performance plan!
Also, in most AAA games you don't get over 40 fps without some visual glitches, soooo....
(Turn down shadowmaps to 4 pixels * 4 pixels)
((That last one was a joke please don't))
Hehe i won't, even if i have a wish to go the lowest of the low, i have some understanding when i'm actually going to cross a line. Mainly, i want to keep all of the main stuff, and just make barely noticable or not important stuff as an option if it is affecting performance
I mean if you want, you can just map all the godot graphics settings directly to an ingame menu and let them fuck around
the just mark some of them with something like "This makes the game look like shit please don't but if you really want to..."
75 fps, mmm... But that's a pretty silent moment when no combat happens
I feel like i'll have to make tooltips
what's taking 11 ms in that scene in physics process?
Also, can you see individual function performance in the profiler?
I have some for achievements already but that also seems to be necessary for all settings
It's not always 11 ms, but jumping from 5 ms to 12 ms from time to time. I think many things, like, NPCs themselves, viewmodel procedural animation, soundscape checks, etc. I have a list of things to check, just gotta get to them
And, yeah, even if profiler is broken, it can show appropriate information if i just start profiler when the game runs, so, yeah, it can! Saves my potato life for now
Psst
From 100k down to 5k. What's the problem with it? It has jagged edges during certain animations, but who cares, right? General smoothness is saved well
That's really nice!
What software is this?
AbstractSpoon ToDoList, lightweight task management program. I've used it for a long time as it is just does what it needs, uses little to no RAM, no waiting times or etc. Not very fancy, but functional and fast
Stress-testing
I'm not sure if there is a point in fixing up scripts or that thing is just not as performant on it's own
"Self" mode tells more
I'm not even sure why "update_rotation" takes that long no matter how hard i try
Because at this point it has only one line that may shouldn't take that long
Earlier it had spherical linear interpolation, i thought that slows it down, but it has same speed
Are those 200 something errors printing every frame?
Or are they just startup?
Start up. Most of them cannot be fixed as File.file_exists is not working properly in release exported builds
Ah ok
Otherwise it would have been a good place to start since errors take up a lot of processing
They do, there were a couple of moments when it used to flood logs and stuff
Seems like walk check Area was more expensive than i thought
did that 6x fps times...?
Almost, i think, still gotta check in actual environment like m_day1_1
There are multiple things to fix still, like suffering of "Audio Server" due to lots of sounds played by the player script during suppression by 20 NPC
honestly this isnt a bad idea
try to abuse normal maps and displacement maps for humans
Especially when that is a fancy setting
I'm using normal maps for everyone. I'm avoiding parallax occlusion because it is expensive for my hardware
oh interesting
These hands' normal map, i'm making high-poly first and bake them on low-poly
Project S uses parallax occlusion and displacement maps quite often
interesting to see how good it ran on your hardware
aahhh fancy
All hands and human models utilize that kind of normal maps as they all baking from high-poly that is usually easier to make
Man that was impressive for me too
this occurs often specifically on windows and air conditioners
I noticed that!
!!
Reminds me of good old days when i played Stalker
theres a bit on solar panels as well
They used displacement maps on everything, but it was especially cool-looking on bricks or broken metal rooftops
This uv map looks like it also has the backside of the hand, is that ever visisble?
ooh
that sounds like it would be using unreal engine
Back side? I'm not sure how to define back side in this case as hand can rotate quite a variety of ways
X-Ray Engine, their proprietary one
Like the side of the hand that is hidden by the gun
For a new part they are using UE5 though
Oh, no, the other hand is simply mirrored one
ooh interesting
beautiful fps count right there
No like... The hand holds the gun but the part of the hand that is ocluded by the gun is that ever visible?
Yeah because sometimes FOV can go more crazy. I also tried checking if that matters and... Well, not much, really. That'd be nice to make viewmodels like in HL2, but that'd limit the possibilities quite much, so i'm keeping that hand for now, especially knowing that entire hands model (5k for both) is not using as much with an appropriate setting
Gotta try keep it stable now!
see if you can get around 100-120 on your hardware on lowest
If it wasn't visible at all, you could just cut that side, like no polygons at all
bc if you can get that, then you know for a fact that the game is fully optimized
Minimal system requirement: GT1030
Recommended system requirement: RTX3070
I'm not very sure if there is a simple way to implement that one, that'd be nice to have i think
minimum gtx1030, recommended: 4090 ti
Just go into blender and cut the quads out of the model?
^^^
The system requirements we deserve
horrific to know that the line of GPU i have is a line that stopped manufacturing
because its so old
It's not that easy, viewmodel hand can be replaced depending on situation. You won't wear any kind of military gear when it comes to your bland citizen life, right?
I have GT1030 GDDR5 that is... derelict too. They stopped making GDDR5 because it was too expensive for the cheap price of the GPU, so they switched over GDDR4 that is less performant by 20% or so
Damn
how big is this normal map
2048x2048 as it is an object that is very close to camera
interesting
Imagine if modmakers decided to go and lower-res all the textures in this game
That'd be fun to witness
Because that is one of these things i'd never do as they have not much of an impact
if only mipmaps were in 3.x
There are mipmaps in 3.x (otherwise it would look much worse lol) but no way to control it as in 4.x
oof
hoping they backport that
42!
is that good
Honestly, i hope too, but i wouldn't be surprised if they'd drop it
Well, including that is an answer to everything...
It was like 15 fps when they all were shooting me, so, yeah, much better, but still wondering what can be done to fix it up
Didn't survive for long
ded
this is curious
Im now reading the 4.2.1 changelog
to see if anything changed for 3.x users
"First contact" has got quite a performance boost, it's now 40-50
Silent moment 60-80
Battlefield section lags though (15-25), mainly suffering from shader compilation
Not using SpatialMaterial, but 4.x convertion definitely screwed up all of my materials
btw if youre interested i have 3 systems available to me, (5 if you count computers that dont belong to me that i can access)
i7 4 core + 1060
i5 6 core + 1060
i7 6 core + 2070 (laptop)
i9 6 core + 3060 (not mine)
ancient i7 4 core + integrated graphics (also not mine)
Damn that's a huge list .-.
I can prolly test too if you want; ryzen 7 5800H and rtx 3060 laptop
I suppose you want to test this game on these?
Oh .-.
I also have a pc somewhere in my closet i think 😭 i5 and a 1060 i think
but also the game looks interesting
so like i kinda dont want it spoiled
; )
but there seems to be a lot of question marks as to the bottleneck
gpu / cpu
There are a lot of things to check, yeah, damn
Honestly i'm thinking about giving you access to that export repo we have
There are 2 repos, one for the project itself and one for the exported builds
I think it is cpu bound when shooting happens because of all the npc logic but otherwise it is prolly gpu bound
Yeah, somehow that 4 GB monster could get pushed in there
What are your GitHubs?
@silk egret what's your GitHub too?
I can make debug location specifically for testing of common battle scenarios like in case of m_day1_1, it will have no plot or anything like that as it follows. I'm not very sure if it can be used as reliable subject for testing, but just saying it can be done
im just ExplodingImplosion on github
Alright guys, like, @fathom sentinel, @sly stream and @silk egret, i will give you an access to that repo, but in exchange i'd ask to not leak any of that stuff for now. I mean, it is pointless, i'm literally nobody and all, but, yeah, i hope you'll have fun with it
yessir 🫡
Understood 🫡
Check invites
yerr
I can’t remember mine, I will send it when I get home
Also, this repo is kinda huge on it's own, because it is a literal mess of commits and etc, to speed things up a little:
git clone https://github.com/Dadaskis/IndexProjectExport --depth=1
Sure thing
I'm trying to update it on daily basis, but sometimes i had huge delays mainly caused by completely broken updates like in case of LocationPhysics and LocationLOD additions, they should be fine for now, even if it is a bit broken at certain parts
alrighty
will test later today or tomorrow if I have the time
8gb of ram, gtx 1650 intel i5 9300H for me
a bit of a step up from your specs, dadaskis but not too high up
my github name is just TheNetherPug, same pfp as my discord account
That still would be interesting to see how it will perform, maybe i'll use your specs (or something like that) as minimal ones
alrighty
Invited
are we allowed to leak funny commit names
Sure
That would be nice to get whole .txt file of git log of all time of the main repo
the website cant handle it, its truncated some of the directories
I remember exporting git logs using some of the git's commands, and it was kinda nicely formatted in one singular .txt
The only problem for me is that nearly ago my 1TB HDD got broken and i had to download the main repo again
considering this isnt even the actual game source code, its only the files for the executable
And i couldn't download a whole thing so i had to download only last commit
That started to exist not very long ago i think
oof
how big is it
I only have 1TB of space on my computer across two drives
All the project files? Time to check, maybe i'll be surprised now
37.7 GB, 44618 files, 1671 folders
Oh, i'm going to tell that number then, because i've taken into account all the stuff including the export
Without .git, .import (that's 3.x .godot), and export - 16.6 GB
I knew it
.import is 3.40 GB
.import files or is there a folder called .import?
.git is 7.53 GB, so it's because of it
Yep, folder
interesting
They renamed it in 4.x but functioning is kinda same
Same here
.import file actually saves my ass when it comes to game exporting
As it has information that refers to an actual game file placed at .import folder
.tga?
ooh interesting
Yep, i chose that format because it is the fastest to save. I decided so during gm_post_ussr and still keeping it
path.s3tc="res://.import/asphalt1_N.tga-ac320a6c0c7029259331c82d02df2412.s3tc.stex"
God bless that one line
ooh interesting
dan
*dam
Ah, wait, i chose the wrong one
God bless this one
dest_files=[ "res://.import/asphalt1_N.tga-ac320a6c0c7029259331c82d02df2412.s3tc.stex" ]
im just scrolling through the commits
and im seeing the first I don't know what the fuck am I actually doing
and the part number just keeps increasing and increasing
from 8 to 10 to 11
Probably that one failed to upload or something. GIC.py does it on it's own
I wonder what actually causes shader compilation at this point
interesting
completely off topic: I think 3.X's resource loading system is much more customizable than 4.X's
you can call a function that specifically loads the next item in queue, which you cant do in 4.X's
which ones should i take a look at btw? i see 3 exe's
also is there a way to see the current FPS?
IndexPurger.exe, this one is a release build that should do the trick
Current FPS: Open console and write value_set_bool display_debug_fps true (probably should be a setting?)
okie
Wait, really? I wonder what else they changed in 4.x.. For now i've seen quite a bunch of stuff and they still seem to have quite a lot to get back or... Maybe they have reasons to do such changes?
alright cool
I'm going to make it a setting right now and make a level like debug_day1_battlefield
im currently running IndexPurgerDebug.exe
To get into it: change_location debug_day1_battlefield... once i'll make it of course, it's soon
okie
Actually i think it's a good idea to also add "debug info" thing into settings too
I'm switching it quite often and that'd be simpler way
Also, a side note for everyone. Debug builds are useful if it is needed to get more information in console logs (mp.console_log) regarding some crashes and errors, but besides that, debug builds are slower. If there is a need to test actual performance in the game, the release executable is the only way i guess
I just realized that going straight to debug_day1_battlefield may not work that well, maybe i need to make an armory loc for this one too
WHAT
and was anywhere between 50 and 200 on ultra
Yeah and also flashbangs, some particles, humans, all that stuff
But sometimes i have zero clues why it happens, i'm trying to fix it all, like, maybe got the most annoying ones, but still not sure about others
yeah it can be really hard to find everything that loads a new shader
Quite a bit of things were changed
most notably gdscript and gdshaders had large syntax changes
SCREEN_TEXTURE is no longer a constant, it's a hint now
so COLOR = texture(SCREEN_TEXTURE, SCREEN_UV); wouldn't work
instead you would need
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture;
and then you can call the other one above
and alot of other things that cant fit into a message were changed in gdscript
this is the same for depth textures as well
debug_day1_armory and debug_day1_battlefield - both working now
Damn if i had to go through all shaders twice to replace these. But, yeah, there are a lot of changes and they started 4.x probably somewhere at 3.1(?), no wonder there more differences even in basic things
any difference between these .exe files?
higher than project s
_release is basically an export template with an appropriate icon on it
gotcha
Damn, that's so unusual for me to not open console for that stuff
did i miss alpha-test start
just helping check perf
You missed godknowswhatthatis-test i guess!
wha did this get open sourced
Private repo elitism
ok
But seriously there are 2 repos
One with the game export and one with the project files
due to github size limits?
I've given an access to game export to 3 devs over here
interesting
Not really but because i wanted to separate that stuff and etc, mainly because of screwed internet that i have, plus easier control over giving permissions to someone from the side
i think github actions would be interesting for that
@dense oar @sudden nimbus wanna join for lulz?
even on m_rooftops_0
Just give me your GitHub
illogicalapple
interesting
So, there are rules of the exported repo
so excited to play an updated build
but unfortunately i have a class in a few minutes
am i allowed to pirate it :)
- leak it everywhere
- try decompiling
...
1. You do not talk about the exported repo
2. You do not talk about the exported repo
we do talk about it right now
lord have mercy for anyone decompiling this game
No leaks for now, please. But if you will decompile it, i'd probably need to hire you
beautiful
Hey, i like how your gamma settings look
i wanna see index purger with project s's shaders
as for the leaks, no worries, not going to ruin anything
default gamma, i think i used max brightness
purely joking
it would probably look very interesting
although not very funny i guess
im in a sunny spot rn
You can say thanks to @tardy shard because previously the game looked like a black quad for him
It is lol
I know you are joking and honestly that's what i'd do on my own
By the way...
Maybe, just maybe...
That's a good idea...
To leak...
@silk egret game
ooh good idea
Hmm, i know there is outline, but anything else besides that? It can be one of the "mystery" modes
i haven't touched the shaders
i have no idea
the cringe based anime wind effect exists
an accurate description
the high FPS is 100% because the resolution is low
Anyone can tell me why some of the Godot options are frying GPU?
have you played
i dont think its because GPU is being fried, i think it's because the CPU just isn't being used at all
project s? no
godot fries gpu
how do i lmao
basically the CPU simulation is suuuuper fast
.-.
i think you should be fine as you usually probably won't have other things running on the gpu alongside purger while playing
like rn theres just 4 dudes
convince dadiskis to leak the files so he gets the blame and not me
*paste a joke about cryptominer built into game's code*
cryptominer running on the gpu:
Imagine being so powerful so you add support of computational shaders or OpenCL into Godot 3.x
For cryptominer
my gpu is wonky
idea: make a graphics preset "Cryptominer" that'll deploy miners on your pc
IP has a setting to turn off the game anyway, players won't be surprised
can someone tell me how to graphics 1
theres a couple ways
And when you choose it, you'll be asked to sign license agreement that has a little text in it gives permission to do anything with user's PC
real
put down the watergun
⬛
I'd just like to interject for a moment. What you're refering to as 🔫, is in fact, GNU/🔫, or as I've recently taken to calling it, GNU plus 🔫. 🔫 is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.
Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called 🔫, and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.
There really is a 🔫, and these people are using it, but it is just a part of the system they use. 🔫 is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. 🔫 is normally used in combination with the GNU operating system: the whole system is basically GNU with 🔫 added, or GNU/🔫. All the so-called 🔫 distributions are really distributions of GNU/🔫!
stallman is not my president
dont be leaking project S
dammit! I knew I should've injected the exe with a virus to prevent this situation!
I dont know if I should specify that this is a joke
there are quite a few! The main one is an outline shader
if i remember correctly github should've politely asked you to reduce repo's size at 1gb
and this is 2.5x bigger
theres also two lens flare shaders which are combined together, a vignette shader and another vignette shader that's red for the damage
I'd just like to interject for a moment. What you're refering to as stallman is not my president, is in fact, GNU/stallman is not my president, or as I've recently taken to calling it, GNU plus stallman is not my president. stallman is not my president is not an operating system unto itself, but rather another free component of a fully functioning GNU system made useful by the GNU corelibs, shell utilities and vital system components comprising a full OS as defined by POSIX.
Many computer users run a modified version of the GNU system every day, without realizing it. Through a peculiar turn of events, the version of GNU which is widely used today is often called stallman is not my president, and many of its users are not aware that it is basically the GNU system, developed by the GNU Project.
There really is a stallman is not my president, and these people are using it, but it is just a part of the system they use. stallman is not my president is the kernel: the program in the system that allocates the machine's resources to the other programs that you run. The kernel is an essential part of an operating system, but useless by itself; it can only function in the context of a complete operating system. stallman is not my president is normally used in combination with the GNU operating system: the whole system is basically GNU with stallman is not my president added, or GNU/stallman is not my president. All the so-called stallman is not my president distributions are really distributions of GNU/stallman is not my president!
tell me your secret
and then the glitch distortion shaders
all of those shaders I just named were from godotshaders.com and were made for 4.X
i will now stop spamming
I cant do all that fancy shit myself, I only made the leaves shader
and the water shader
i still think CRT shaders would be better
that makes no sense unless the game POV is someone watching on a monitor screen
Really? I never got any kind of that warnings. More than that, i know that some people actually managed to store 1 TB at private repo, so my pity ~20 GB is nothing for Microsoft
they look yummy though
they may look yummy but take into consideration the distortion it would have
it would make the player feel ill
(i tested a crt shader and I felt ill)
and glitch shaders don't!?
Hyprland is a highly customizable dynamic tiling Wayland compositor that doesn't sacrifice on its looks.
That template is highly universal and open-source
daaaaaaaamn
the outline shader works by using the depth pass I believe, just so you know because I know you have a depth prepass toggle option
the outline shader also takes normals into account (which is why I have to severely reduce the intensity of the normal maps in my game)
i always felt guilty for using one of my repos as a little file storage (it takes up around 40mb lol)
it takes some tweaking but eventually the outline works perfectly
project S in particular has two outline passes
"There is no god in there" it says
Your screwed translator
one thats tweaked for close up objects and edges, and another meant for far away objects
I tweaked them in such a way so that there is no visible transition between the close and far outlines
lmaoooo
you could mistake it for one complete outline pass
40 MB? What a maniac!
I've got to upload 200 MB of commits though
when its infact two
god's no more, god accepted islam
or was that joke about santa claus
i dont remember
ty for the translation
I was quite concerned as to why there was a menacing frog
im now more concerned as to why it speaks russian
So, i have a problem with this one. Godot 3 provides no info about it normals as far as i know. But i've seen that in that post-processing there is an option to turn on "mobile" version that uses only depth one... Damn, that'd be nice to see if there is ready outlines for Godot 3.x, that'd be nice to make mystery mode for it lol
It's the same concept I believe
the way the outline shader works
is very simple
on paper
It takes a pixel from the depth map, checks the pixels around it and if theres a significant colour change, then we know its an edge and it makes it outlined
it does this in combination with the normal view so that it can be more accurate
this is much better than just rendering the model twice with the front faces culled (which is what I used to do in the pre-alpha versions)
Stirlitz has never been so close to failure
||Although, I probably shouldn't have taken Stirlitz because it's from the Soviet cinema||
Man, you are the most unique person here for now as i've got to not-using-of-soviet-refs too much
To the point i started to lose that ability, god-pls-help
sent help
HMMM
you're welcome
Islam?
including but not limited to
Just gotta take a look
Maybe that guy made it in 3.x, that'd be fun to use
Yeah it's 3.x
You're a damn "ИНОАГЕНТ"🔫
Please i had enough FSB agents at my commieblock
bit offtopic but ive been wondering for some time now, what does "Dadaskis" mean?
I was 9 when i made this one nickname
Just overmodified "Daniil", my real name
Not even sure how did i make this one, but i kept this one all the time because... Because apparently i had no better choices and probably that is the one and only legacy i'd love to keep up
oh wow, thats really cool
Even if it makes it harder to use in certain cases like it might be weird to write "Dadaskis's thing" or whatever
Daniil is a really nice name
It means something like "God is the one who will judge me" and... Well if there is no god...
oh interesting
Maybe making Index Project in real life isn't that bad of an idea...
@tardy shard yeah?
airsoft with extra rules innit
if you're doing it in real life
would be hard to rent out a mall to fight in though
Yeah yeah no full auto in buildings
*switching to full auto*
vvvvvvvvvvvvrrrrrrrrrrrttt
But either way "Index Project" is something bigger than that, but i'd like to keep it as some kind of secret lore
All i can say that is my interpretation of Deus-Ex Machina, very weird and violent one
If I'm not going to be an ordinary resident who dies tomorrow from a random shootout, then I don't mind :D
would there be cutscenes?
But now I'll tell you everything...
||Okay, I'm not going to tell you anything, just buy the game first||
Been thinking of one possible implementation, but gotta check how it may work and if it needs that much of a work
ooh interesting
Todd's approved way to tell any secret
I need to make a cutscene system for project S
so the player doesnt fool around inside of an elevator when you're supposed to see a view of the city
The only thing that i understand (thanks @tardy shard even if you had no intention to do so) that you can basically do animation of multiple objects/skeletons in Blender and GLTF should somehow keep track of it, and Godot will keep all of these actions as a single animation if they are sharing naming somehow
I'd love to experiment with it because that FPS doesn't really feel like FPS without animated cutscenes in certain cases
oh what?
I appreciate Valve's approach but i'd try other way around
ohh that makes sense actually
Yeah, it seems to work that way, but i'm not very sure how exactly it works and how to embed it into locations. So that's why that is just an experiment
how would you go about animating the camera? I don't know of a way to animate a camera in blender and transfer that data into godot
I think you can definitely attempt to animate a bone and attach a camera to it with scripts and stuff
OR even export GLTF that has the camera and it should parent it automatically in Godot i think, but not sure
There are lots of things that i'm not very sure about because i didn't try it, but that'd be fun to make it work
oh thats true, interesting
Gonna change preview
@steady maple Just changed the name to match my signature 'Pnoenix' so I don't know whether or not you can add it now or not but you can try
I have a problem with finding you, there are multiple Phoenix nicknames
What's your avatar on GitHub?
❤️
Gonna use this one as preview for now
It looks like some nice shopping have been done in there
Time to go into other store
...
Have you tried git clone https://github.com/Dadaskis/IndexProjectExport --depth=1?
Downloading whole repo doesn't really make that much sense unless you are an internet historian
whats a good place to start when creating interiors
Hmm honestly i'm not even sure what to answer. For me, sometimes, it's solidify modifier, but it's not always like that. Like, you know, you can place 6 boxes, and here you are, you have a room with no doors and windows. Maybe you have a problem with adding things like doors, windows and etc?
I just let it download while eating, dw
That is exactly how open-source works, right?
Sounds good then!
yee definitely
yes*
(*terms and conditions apply)
I played for a little while, I will edit the clips together and add some notes maybe Ill send tomorrow or the day after
Clips? Yay, we've got videos!
On ultra I got like 120 fps and high i got around 200 btw
Damn SSAO takes up 80 FPS
Guys, what about...
Bombarding Godot's repo with complaints about SSAO?
Alright, jokes aside, that was done before and we still have what we have at 3.x
Rendering vid now
Will upload to youtube after
I think it ended up at 15 minutes or smth
no voice over tho cuz of family sleeping
so just some text noting things
Also the vid is unlisted dw
I may do the same as well (without voice ofc)
so that its good for seeing how players play
when im by my pc I'll get that done and send it
I think dadaskis will suffer while watching me play lol
I gotta play weirdasf because I have to use a vr headset as a makeshift monitor
No voice over, since family is sleeping :) so just some notes on what I thought while playing.
It's not processed yet but might as well throw it in here
@steady maple It's up now (in 360p, will be 1080 in like 30-40 min)
General resume:
I feel like there is a lack of feedback when you hit the enemies, maybe like a white cross and a small 'hit' sound when it's a body shot, but when it's a headshot maybe a red cross?
It's har to tell where enemies are gonna spawn? Maybe add some markers or make it so that they come running from one end of the mall?
Dialogue is a little quiet
That's pretty much all, It's really cool what you've made!
Also you can hear some discord notifications, and my youtube vid in the start (ThePrimagen pog)
damn how big is this
its been 30 minutes and its still cloning
just putting into perspective how big this is, its still cloning
if u want some performance u should move to godot4...
whoa
he did originally but the project was already far in development, and porting to godot 4 wasnt a good choice at the time
took me 5 seconds lmao
bro wtf
I want you to know