#Index: Purger

1 messages · Page 2 of 1

steady maple
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Honestly i kinda wish getting a syntax highlight for my ubershader effects as they are defining their rules on how to write things, but, i guess i'll have to keep using it that way

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I'd see the implementation, from what i understand, it looks nice

silk egret
steady maple
silk egret
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ideally I want a custom Dialogue resource

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which the DialoguePlayer can take

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the Dialogue resource could also modify properties or call functions from other nodes

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when the DialoguePlayer is played

steady maple
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Changed the main menu background for now, maybe i should consider just using a screenshot

silk egret
steady maple
steady maple
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Is it just going to be some kind of exported array to edit?

silk egret
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where the background is 3D and presumably animated

silk egret
steady maple
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I mean, why not

silk egret
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maybe a dialogue could have an array of DialogueItems that have dfferent things? Idk

silk egret
steady maple
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Sorry walk guy

steady maple
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But i think you can go with simpler implementation and it should be just fine

silk egret
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interesitng

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ill start work on this implementation

steady maple
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Yay, he is walking!... but gotta tweak nav-mesh i guess

steady maple
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At 4:20, i made a commit where 10000 files are somehow affected, with a name "Fix high file size", that's pure comedy

tardy shard
tardy shard
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NOOOO

tardy shard
dense oar
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only now got time to listen, man this is really nice! reminded me of project i.g.i. some reason haha

silk egret
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been needing to ask, what is [IDX]

dense oar
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i'd be surprised if it doesn't stand for "index"

silk egret
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OHHHHHHHHHHHHH

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I didnt come to that conclusion!

steady maple
# tardy shard It looks cool. I hope it will change from level to level. The screenshot is so...

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

steady maple
# tardy shard NOOOO

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

steady maple
# silk egret been needing to ask, what is [IDX]

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"

steady maple
steady maple
silk egret
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neato

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oh also! I sent a video of my dialogue implementation in #1151311410882686996

steady maple
steady maple
steady maple
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Guys...

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I'm trying to be adequate person

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Trying to look serious

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But i can't hold it much longer

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WHAT IN THE NAME OF FUCK

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I NEEDED IT

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THANK YOU

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Just hope nothing else will break though

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That looks... kinda simple?

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Alright... There is one thing i start to regret about

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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

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Alright, i don't really like the look of this

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This PR makes it possible to use three cascades.
Ah, that's what they did

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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

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Time to check

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Lol, so weird, but i kinda love it

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Dark, and i feel it made the performance even worse

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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

dense oar
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Fourth mission was always my personal hardest ever since my grandpa introduced this game to me at the age of 6 or something

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I'll probably try replaying it today, see where i can help haha

steady maple
# tardy shard 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

steady maple
steady maple
dense oar
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i am still unable to pass the first mission in igi 2

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i have no idea how to trick these troops to open the gate without them detecting me

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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

silk egret
silk egret
steady maple
# dense oar i am still unable to pass the first mission in igi 2

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

steady maple
# silk egret shiny

It's really weird how it ended up being more shiny as result, i honestly expected it to have no shininess

silk egret
#

also, incase you're still curious about texture quality with mipmaps, I sent a video of its usage in Project S in the thread

steady maple
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Kindly recorded by @tardy shard

tardy shard
steady maple
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I'm still wondering what's going on with the walking cycle

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I think i did nothing wrong with it and it is just broken now

silk egret
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the animation is not animationing

fathom sentinel
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Also lmk if you’re in need of VAs

steady maple
steady maple
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Opening an issue, not even sure what's going on

steady maple
fathom sentinel
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Like .tscn?

dense oar
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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

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like Calinou said, first thing you should probably do is find .tscn files that are larger than a megabyte or so

steady maple
dense oar
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then open .tscn as a text file and look what resource and where is saved in plain text

steady maple
steady maple
steady maple
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Damn, that year started in quite a funky way

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It's been 29 days since i've been actually working on the game itself

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I love it

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It's been a while since i purged you, buddy

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It's been a while since i purged you, too

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And i wonder if i'll have to purge you all too

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I never thought that "Index: Purger" project is going to be about purging the files

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Ah, forgot about these two, they are two biggest contributors to this problem too i think

silk egret
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I may put to use saving some of my files as .res for organization and scene time as well

steady maple
steady maple
silk egret
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I think saving was severely optimized in 4.X

steady maple
silk egret
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but larger scenes, like m_rooftops_0 does have a clear increase in time taken

silk egret
steady maple
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Purging

silk egret
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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?

steady maple
# silk egret i have a question, do you have a source-like console system in Index Purger? and...

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

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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

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But, really... It just does what it has to do

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You have commands, a help command just in case, auto-completion of commands, it's all fine

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I generally hope there are not going to be a lot of people having access to this repo

steady maple
# silk egret i have a question, do you have a source-like console system in Index Purger? and...

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

silk egret
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Ohh alrighty, interesting

silk egret
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like
load_scene and there would be auto completions for all the maps

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maybe a noclip as well

steady maple
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These 2 are really handy

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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

steady maple
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Slowly...

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That looks like a briefcase indeed

silk egret
steady maple
silk egret
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oh, neat

steady maple
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How much have i had to return into this game level?

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Almost forgot about volumetrics

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It looks so surreal

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Now it takes up to 20 seconds to save it. Earlier it was 10 minutes...

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I need a graffiti like "TEXT IS EVIL"

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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

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Text is a fucking evil thing

steady maple
# silk egret !

I can't wait to see if loading times in game also got optimized

silk egret
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thatll be crazy because I dont save any of my meshes as .res

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do keep us updated on this please

steady maple
# silk egret thatll be crazy because I dont save *any* of my meshes as .res

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

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I think many issues i have right now are taking place just because i have used this engine the wrong way

silk egret
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Only .tscn but I guess it makes sense with one being text and the other binary

steady maple
silk egret
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ahh

steady maple
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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"

silk egret
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oooh interesting

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does it save on file size?

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I kinda want a really low file size for my game just because itll be funny

steady maple
steady maple
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Right values are standing for "kilobytes"

silk egret
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thats quite a difference, and 3400Kb isn't even that much. Imagine what it would do for a level thats higher

steady maple
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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

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I think there is one bad thing about binary formats though

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Text formats are easy to debug if it comes to opening in literal text editor

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This way i noticed many issues that i could fix later

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BUT... You can still save it as text format later anyway if you really interested to see that kind of info, right?

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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

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I thought that project wouldn't be able to impress me in that kind of stuff anymore, but i was so damn wrong

steady maple
silk egret
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wow

steady maple
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Terrifying to watch without meshes around

steady maple
steady maple
steady maple
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I hope it'll make it through

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It does make it through, but so slowly

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That feel when i need literally several commits to push it on remote repository

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Part 34... How much do i need to push these 3000 changed files

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Part 56, send help

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61 parts in total

steady maple
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Gource was a mistake

silk egret
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Online sequencer dropped with a new update, decided to try to make something filled with electronics just like you and made this little snippet

steady maple
silk egret
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before it was just like a pluck

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but now its sustainable

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so I just abused that with other sustainable electronic sounds

steady maple
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So you can make something like reese bass now? That sounds great

silk egret
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yee!

fathom sentinel
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It’s also super great for version control

steady maple
fathom sentinel
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Cuz you can see what’s changed and when

steady maple
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But apparently now i'm forced to switch, sad

fathom sentinel
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Yeah I’m sorry, that really sucks

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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

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maybe that already exists

fathom sentinel
fathom sentinel
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Especially cuz it gets reused across levels / instances

steady maple
fathom sentinel
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I’ll look into it I forget where it is

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Originally it had you create specific commands as functions inside node scripts

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But I didn’t like that

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So I changed it

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For my version it’s actually not a single file hehe

There’s 1 file for the console, and 1 for console commands

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And it has a couple of dependencies with other files (I moved the BBCode stuff to its own file)

steady maple
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166 lines for console

fathom sentinel
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ikr

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It was mad inspiring

steady maple
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I suppose that game files will need to get purged too, seeing this amount of files

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During this episode of weird technical mindfuckery, we are going to fix... that

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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

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Actually, it's all alright...

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It's here too...

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Alright, the time has come, purging the game files

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10 gigabytes were removed, damn, i wonder how much it is going to weigh afterwards. Before it was like 5.5 GB

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It's all over again

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5107? Wait, what

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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

steady maple
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Here we go, i hope it won't crash again

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m_day1_1 - fine... gotta check others

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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

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The game now weighs 4.67 GB, which is about more than 20% decrease in file size

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Actually, nope, it's not "more than", it's almost exactly 15%

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Holy shit, LODs here need some configuration... But yeah, m_day1_2 load just fine too

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I wonder why

steady maple
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Is it possible to like volumetrics too much?

tardy shard
steady maple
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That's really it, minimal system requirements are no longer correct

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Honestly, i seriously thought i'm going to be able to make an optimized game when i started it

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I thought i'll be able to get 60 fps on my hardware

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What a fucking joke

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I've used this engine wrong right since the moment i had an idea of this game in my head at first

tardy shard
steady maple
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But i'm still going to bump it up to get less mindfuckery with potato PC owners

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Seriously all these attempts to optimize this game resulting in nothing good

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Nothing good for my mental health in first place

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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

tardy shard
steady maple
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I genuinely start to hate moments when i see 117 fps in this game, because at these moments, absolutely nothing is happening

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It's like some kind of weird trolling like "to get some good performance you had to do nothing"

steady maple
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It looks nice with some anti-aliasing, depth quality, not really much but it does look fine

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But crank it down and you are now playing modified Cruelty Squad

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But hey, better performance

tardy shard
steady maple
tardy shard
quartz hazel
fathom sentinel
quartz hazel
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for what

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the player ? or just during dev

fathom sentinel
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Both

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Doesn’t currently have a way to exclude commands in non-debug builds, but I’m planning on figuring that out

silk egret
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will check out later

cinder wagon
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track name 🔥 🔥

silk egret
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May or may not be helpful but apparently valve's entire SDK is just there

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for free, in a public repo

steady maple
steady maple
# cinder wagon track name 🔥 🔥

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

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Actually "Empty Halls" sounds more like sponge-bob... Anyway

steady maple
#

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

steady maple
# steady maple I think i did nothing wrong with it and it is just broken now

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)
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No more Michael Jackson bug :(

steady maple
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Particle Quality: High
Material Quality: High

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Particle Quality: Low
Material Quality: Low

steady maple
#

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

sudden nimbus
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(i feel like the difference between the two images is just too large)

steady maple
steady maple
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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

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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

steady maple
#

So if one needs performance boost with no need of keeping the good look of the game... here it is!

steady maple
sudden nimbus
#

so real

steady maple
# sudden nimbus if that's just a menu, couldn't you prerender that?

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

tardy shard
#

While dadaskis is agonizing over optimization, code, etc.... I'm making a parody of the sr-2m veresk

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I will definitely make it in time. I hope...

steady maple
#

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

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9236 without all these fancy settings to ruin the game's graphics

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8046 if you actually lower these new ones. Not much of performance boost either

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So, what can i tell... The time has come for a new issue on Godot's repo, time to annoy the devs again!

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That kind of warnings is actually looking suspicious but it may be a thing related to "Depth Prepass" of Godot 3.x

steady maple
#

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)

sly stream
#

We love windows 11!

steady maple
steady maple
silk egret
#

any updates on performance?

tardy shard
silk egret
#

an option for every setting available

tardy shard
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I'm waiting for the settings to be made for the number of ragdolls

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And the time of their disappearance

silk egret
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lol

steady maple
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Like the lore of this game

silk egret
#

💀

steady maple
# silk egret 💀

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

silk egret
steady maple
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It's like 120 fps with maximum settings

silk egret
#

did it use to run at a higher fps

steady maple
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I'm scared to think how much fps he is going to have with my settings

silk egret
#

if it used to run better on their computer and suddenly droppde to 100

silk egret
steady maple
#

@tardy shard ^^^
I don't remember if you had better FPS since the moment you tested this game after build 4

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In my case i definitely noticed how Windows 11 impacts everything, but i'm still curious about changes on his side

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The only case when we had bad performance is because he had x16 anti-aliasing as you may remember

silk egret
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hmm odd

steady maple
#

Ah yeah, also because of some physics bullshit when you walk on dense concave collisions, but that was fixed long ago too

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Bender has a lot of servers, so response may take a while

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For now 3.6 doesn't really like some scripts i've written

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And some that i didn't write too like Zylann's terrain system

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3.6. beta 4 didn't impact performance much, no changes to be more correct, gotta check the profiler too

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Wait a second... 3.6. seems to fix the profiler issue!

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Actually... not really

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It is still running even if i pressed stop button

steady maple
tardy shard
#
"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

silk egret
#

huh, neat

steady maple
silk egret
#

my specs arent as good

steady maple
#

At least now i can see what the fuck is going on, yay, gonna fix it

silk egret
#

why is locationprop calling physics process?

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shouldnt it call just process

steady maple
steady maple
silk egret
#

odd

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couldnt a timer be used instead

dense oar
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timer breaks on low time values unfortunately

silk egret
#

oh damn

#

how low?

steady maple
#

_process delta value doesn't really provide an actual delta value as i want it to be so, yeah, _physics_process my beloved

dense oar
steady maple
# dense oar

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

steady maple
steady maple
#

... Who cares anyway, right

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I wanted to not turn the settings menu to a damn Excel

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But i'm making more and more steps towards it

dense oar
#

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

steady maple
#

Alt + F4 also gives a major boost

dense oar
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hmm i'll consider that option, thank you very much!

steady maple
#

Some say that is also a secret cheat for a lot of loot in Tarkov

dense oar
#

wow cool

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does it work IRL as well?

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gonna try..

steady maple
#

DONT

tardy shard
steady maple
silk egret
#

🍞

steady maple
#

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

steady maple
#

Ah yeah, it also froze the game

#

:(

#

Honestly at this point it is kind of hilarious

tardy shard
#

||task||

steady maple
tardy shard
steady maple
#

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

dense oar
#

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?

tardy shard
#

You just restarted irl

wind ocean
#

wait a minute

#

is this 3.x ?

tardy shard
wind ocean
#

why?

dense oar
wind ocean
#

u started it recently ?

steady maple
steady maple
steady maple
#

Graphics settings presets

steady maple
#

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

steady maple
#

No legs?

dense oar
# steady maple

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

steady maple
steady maple
dense oar
#

perfect

steady maple
#

I found a perfect song to make settings in this game

steady maple
#

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

steady maple
# tardy shard 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

tardy shard
steady maple
#

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

steady maple
# tardy shard

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

tardy shard
tardy shard
steady maple
#

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

steady maple
steady maple
steady maple
#

Little fancy debug game level for testing the props

sly stream
#

Where did the 180k triangles hide???

steady maple
#

What a nice idea

sly stream
steady maple
sly stream
#

ooooh

#

lol

steady maple
#

And 212 fps

sly stream
#

nah its 545 triangles

steady maple
#

As you understand, mainly this game suffers not much from GPU usage but... CPU

sly stream
steady maple
#

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

sly stream
#

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

steady maple
tardy shard
steady maple
#

What i'm saying is that GT1030 can render everything well, but AMD Athlon sucks ass when it comes to combat scenarios and etc

tardy shard
steady maple
#

I'm talking about minimal system requirements of the Steam page, not about making it run on all laptops of the world

sly stream
#

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

tardy shard
steady maple
sly stream
#

ah

steady maple
#

Funny enough, GLES2 does no shit to performance

sly stream
#

might wanna upgrade to godot 4 then?

steady maple
#

We are not going to Godot 4 anymore

sly stream
#

Has the project done a 'I no no wanna' on godot 4?

steady maple
#

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

sly stream
#

damn... thats rough

steady maple
#

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

sly stream
#

I mean i5 1050 is pretty reasonable in 2024

steady maple
#

Wait WTF 40-50 fps during combat, shit starts to work well

steady maple
sly stream
#

If you get 40-50 on an athlon that's really good

steady maple
sly stream
#

I mean according to steams hardware survey, the most common graphics card is a 3060

steady maple
#

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

sly stream
#

And for cpu

steady maple
sly stream
#

I think most common is 6 cores right now

#

at least the average

steady maple
#

I'm going to be very happy if that game actually will run stable for me

#

I've not told it to anyone but...

sly stream
steady maple
#

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"

sly stream
#

If the legs disappear, but you get 8 fps more is it worth it? I would say so

steady maple
sly stream
#

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

steady maple
#

AAA performance plan!

sly stream
#

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))

steady maple
# sly stream ((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

sly stream
#

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..."

steady maple
#

75 fps, mmm... But that's a pretty silent moment when no combat happens

steady maple
sly stream
#

what's taking 11 ms in that scene in physics process?

#

Also, can you see individual function performance in the profiler?

steady maple
steady maple
steady maple
steady maple
#

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

sly stream
#

That's really nice!

steady maple
# sly stream 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

steady maple
#

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

sly stream
#

Or are they just startup?

steady maple
sly stream
#

Ah ok

#

Otherwise it would have been a good place to start since errors take up a lot of processing

steady maple
steady maple
#

Seems like walk check Area was more expensive than i thought

sly stream
#

did that 6x fps times...?

steady maple
#

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

silk egret
#

try to abuse normal maps and displacement maps for humans

steady maple
steady maple
steady maple
silk egret
#

Project S uses parallax occlusion and displacement maps quite often

#

interesting to see how good it ran on your hardware

steady maple
#

All hands and human models utilize that kind of normal maps as they all baking from high-poly that is usually easier to make

steady maple
silk egret
steady maple
#

I noticed that!

silk egret
#

!!

steady maple
#

Reminds me of good old days when i played Stalker

silk egret
#

theres a bit on solar panels as well

steady maple
#

They used displacement maps on everything, but it was especially cool-looking on bricks or broken metal rooftops

sly stream
silk egret
#

that sounds like it would be using unreal engine

steady maple
steady maple
sly stream
steady maple
#

For a new part they are using UE5 though

steady maple
silk egret
silk egret
sly stream
steady maple
steady maple
silk egret
sly stream
silk egret
#

bc if you can get that, then you know for a fact that the game is fully optimized

steady maple
steady maple
sly stream
#

minimum gtx1030, recommended: 4090 ti

sly stream
steady maple
silk egret
#

because its so old

steady maple
sly stream
#

ah...

#

i see

steady maple
steady maple
steady maple
#

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

steady maple
steady maple
silk egret
steady maple
steady maple
# silk egret is that good

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

silk egret
#

ded

#

this is curious

#

Im now reading the 4.2.1 changelog

#

to see if anything changed for 3.x users

steady maple
#

"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

steady maple
fathom sentinel
#

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)

fathom sentinel
#

im very fortunate

#

has also been built up over SEVERAL years

sly stream
#

I can prolly test too if you want; ryzen 7 5800H and rtx 3060 laptop

steady maple
#

Oh .-.

fathom sentinel
#

not really

#

i want to stress test IF youre interested

sly stream
#

I also have a pc somewhere in my closet i think 😭 i5 and a 1060 i think

fathom sentinel
#

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

steady maple
#

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

sly stream
#

I think it is cpu bound when shooting happens because of all the npc logic but otherwise it is prolly gpu bound

steady maple
#

Yeah, somehow that 4 GB monster could get pushed in there

#

What are your GitHubs?

#

@silk egret what's your GitHub too?

steady maple
# fathom sentinel so like i kinda dont want it spoiled

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

fathom sentinel
#

im just ExplodingImplosion on github

steady maple
#

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

fathom sentinel
#

yessir 🫡

sly stream
#

Understood 🫡

steady maple
fathom sentinel
#

yerr

sly stream
#

I can’t remember mine, I will send it when I get home

steady maple
#

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

steady maple
steady maple
silk egret
#

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

steady maple
silk egret
#

are we allowed to leak funny commit names

steady maple
#

Sure

silk egret
#

ty

#

bc this is gold

steady maple
#

That would be nice to get whole .txt file of git log of all time of the main repo

silk egret
steady maple
#

The only problem for me is that nearly ago my 1TB HDD got broken and i had to download the main repo again

silk egret
#

considering this isnt even the actual game source code, its only the files for the executable

steady maple
#

And i couldn't download a whole thing so i had to download only last commit

steady maple
silk egret
#

how big is it

#

I only have 1TB of space on my computer across two drives

steady maple
#

37.7 GB, 44618 files, 1671 folders

silk egret
#

for a comparison, Project S (Without the .godot folder) is around 2-3GB

#

Jesus christ

steady maple
silk egret
#

thats some AAA type file size

#

I reckon half of that is the .godot folder

steady maple
#

Without .git, .import (that's 3.x .godot), and export - 16.6 GB

silk egret
#

I knew it

steady maple
silk egret
steady maple
#

.git is 7.53 GB, so it's because of it

steady maple
silk egret
#

interesting

steady maple
#

They renamed it in 4.x but functioning is kinda same

silk egret
#

In godot 4, imported files are saved as actual files

#

so there would be

steady maple
silk egret
#

image.png
and
image.import

#

in the same dir

steady maple
#

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

silk egret
#

.tga?

steady maple
# silk egret .tga?

Yep, i chose that format because it is the fastest to save. I decided so during gm_post_ussr and still keeping it

steady maple
steady maple
#

Ah, wait, i chose the wrong one

God bless this one

dest_files=[ "res://.import/asphalt1_N.tga-ac320a6c0c7029259331c82d02df2412.s3tc.stex" ]
silk egret
#

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

steady maple
#

I wonder what actually causes shader compilation at this point

silk egret
#

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

fathom sentinel
#

which ones should i take a look at btw? i see 3 exe's

#

also is there a way to see the current FPS?

steady maple
fathom sentinel
#

okie

steady maple
fathom sentinel
#

alright cool

steady maple
fathom sentinel
#

im currently running IndexPurgerDebug.exe

steady maple
fathom sentinel
#

okie

steady maple
#

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

steady maple
# fathom sentinel im currently running IndexPurgerDebug.exe

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

fathom sentinel
#

okie

#

on the i7 / 2070 btw, the debug can hit upwars of 500 FPS on low settings

steady maple
#

WHAT

fathom sentinel
#

and was anywhere between 50 and 200 on ultra

steady maple
#

I bet 50 when shader compilation happens

#

That shit is cursed

fathom sentinel
#

yeah

#

first time i shot, it stuttered, go figure

steady maple
#

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

fathom sentinel
#

yeah it can be really hard to find everything that loads a new shader

silk egret
#

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

silk egret
steady maple
#

debug_day1_armory and debug_day1_battlefield - both working now

steady maple
fathom sentinel
#

any difference between these .exe files?

sudden nimbus
steady maple
fathom sentinel
#

gotcha

steady maple
#

Damn, that's so unusual for me to not open console for that stuff

dense oar
#

did i miss alpha-test start

fathom sentinel
#

just helping check perf

dense oar
#

ah alright

#

haha

steady maple
sudden nimbus
steady maple
sudden nimbus
#

ok

steady maple
#

But seriously there are 2 repos

#

One with the game export and one with the project files

dense oar
#

due to github size limits?

steady maple
#

I've given an access to game export to 3 devs over here

sudden nimbus
steady maple
# dense oar due to github size limits?

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

sudden nimbus
#

i think github actions would be interesting for that

silk egret
#

i hit a consistent 80-90 FPS

steady maple
#

@dense oar @sudden nimbus wanna join for lulz?

silk egret
#

even on m_rooftops_0

steady maple
#

Just give me your GitHub

sudden nimbus
#

illogicalapple

sudden nimbus
dense oar
#

mine is "elenakrittik"

#

that's an unexpected gift

#

lmao

steady maple
#

So, there are rules of the exported repo

silk egret
#

so excited to play an updated build

#

but unfortunately i have a class in a few minutes

sudden nimbus
dense oar
steady maple
#

1. You do not talk about the exported repo
2. You do not talk about the exported repo

dense oar
#

we do talk about it right now

silk egret
steady maple
fathom sentinel
#

ultra + 4x AA

#

no FXAA

sudden nimbus
#

beautiful

steady maple
fathom sentinel
sudden nimbus
#

i wanna see index purger with project s's shaders

dense oar
#

as for the leaks, no worries, not going to ruin anything

fathom sentinel
dense oar
#

purely joking

sudden nimbus
dense oar
#

although not very funny i guess

fathom sentinel
#

im in a sunny spot rn

steady maple
steady maple
#

By the way...

#

Maybe, just maybe...

#

That's a good idea...

#

To leak...

#

@silk egret game

sudden nimbus
#

ooh good idea

steady maple
sudden nimbus
#

i have no idea

#

the cringe based anime wind effect exists

fathom sentinel
dense oar
fathom sentinel
#

the high FPS is 100% because the resolution is low

steady maple
sudden nimbus
fathom sentinel
dense oar
#

project s? no

dense oar
#

how do i lmao

fathom sentinel
#

basically the CPU simulation is suuuuper fast

sudden nimbus
fathom sentinel
#

like rn theres just 4 dudes

sudden nimbus
steady maple
sudden nimbus
#

cryptominer running on the gpu:

steady maple
#

For cryptominer

sudden nimbus
#

my gpu is wonky

dense oar
#

IP has a setting to turn off the game anyway, players won't be surprised

sudden nimbus
#

can someone tell me how to graphics 1

fathom sentinel
#

theres a couple ways

steady maple
sudden nimbus
#

real

steady maple
#

Going to try uploading an update

#

I love warnings

sudden nimbus
#

(/j)

dense oar
#

🔫

sudden nimbus
#

put down the watergun

sudden nimbus
# dense oar 🔫

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/🔫!

dense oar
#

stallman is not my president

silk egret
#

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

silk egret
dense oar
#

if i remember correctly github should've politely asked you to reduce repo's size at 1gb

#

and this is 2.5x bigger

silk egret
#

theres also two lens flare shaders which are combined together, a vignette shader and another vignette shader that's red for the damage

sudden nimbus
# dense oar stallman is not my president

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!

dense oar
#

tell me your secret

silk egret
#

and then the glitch distortion shaders

#

all of those shaders I just named were from godotshaders.com and were made for 4.X

silk egret
#

I cant do all that fancy shit myself, I only made the leaves shader

#

and the water shader

sudden nimbus
silk egret
steady maple
silk egret
#

it would make the player feel ill

#

(i tested a crt shader and I felt ill)

sudden nimbus
#

and glitch shaders don't!?

dense oar
steady maple
tardy shard
silk egret
#

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)

dense oar
#

i always felt guilty for using one of my repos as a little file storage (it takes up around 40mb lol)

silk egret
#

it takes some tweaking but eventually the outline works perfectly

#

project S in particular has two outline passes

steady maple
# tardy shard

"There is no god in there" it says
Your screwed translator

silk egret
#

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

fathom sentinel
silk egret
#

you could mistake it for one complete outline pass

steady maple
silk egret
#

when its infact two

dense oar
#

or was that joke about santa claus

#

i dont remember

silk egret
#

I was quite concerned as to why there was a menacing frog

#

im now more concerned as to why it speaks russian

steady maple
silk egret
#

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)

tardy shard
steady maple
#

To the point i started to lose that ability, god-pls-help

dense oar
#

sent help

dense oar
#

you're welcome

steady maple
dense oar
#

including but not limited to

steady maple
steady maple
#

Yeah it's 3.x

tardy shard
steady maple
silk egret
#

bit offtopic but ive been wondering for some time now, what does "Dadaskis" mean?

steady maple
#

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

silk egret
#

oh wow, thats really cool

steady maple
#

Even if it makes it harder to use in certain cases like it might be weird to write "Dadaskis's thing" or whatever

silk egret
#

Daniil is a really nice name

steady maple
silk egret
#

oh interesting

steady maple
#

Maybe making Index Project in real life isn't that bad of an idea...

#

@tardy shard yeah?

silk egret
#

if you're doing it in real life

#

would be hard to rent out a mall to fight in though

steady maple
silk egret
steady maple
#

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

tardy shard
tardy shard
steady maple
silk egret
#

ooh interesting

steady maple
silk egret
#

I need to make a cutscene system for project S

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so the player doesnt fool around inside of an elevator when you're supposed to see a view of the city

steady maple
#

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

silk egret
#

oh what?

steady maple
#

I appreciate Valve's approach but i'd try other way around

silk egret
#

ohh that makes sense actually

steady maple
# silk egret oh what?

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

silk egret
#

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

steady maple
#

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

silk egret
#

oh thats true, interesting

steady maple
#

Gonna change preview

sly stream
#

@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

steady maple
#

What's your avatar on GitHub?

sly stream
#

A phoenix...

steady maple
#

Sorry, misreaded that nickname a little

#

Invited!

sly stream
#

❤️

steady maple
#

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

sly stream
steady maple
# sly stream ...

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

silk egret
#

whats a good place to start when creating interiors

steady maple
# silk egret 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?

sly stream
steady maple
#

That is exactly how open-source works, right?

steady maple
silk egret
dense oar
sly stream
#

I played for a little while, I will edit the clips together and add some notes maybe Ill send tomorrow or the day after

steady maple
sly stream
#

On ultra I got like 120 fps and high i got around 200 btw

steady maple
#

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

sly stream
#

Rendering vid now

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Will upload to youtube after

#

I think it ended up at 15 minutes or smth

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no voice over tho cuz of family sleeping

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so just some text noting things

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Also the vid is unlisted dw

silk egret
#

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

sly stream
#

I think dadaskis will suffer while watching me play lol

silk egret
sly stream
#

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)

silk egret
#

damn how big is this

silk egret
#

its been 30 minutes and its still cloning

silk egret
#

just putting into perspective how big this is, its still cloning

wind ocean
#

if u want some performance u should move to godot4...

sudden nimbus
silk egret
sudden nimbus
#

took me 5 seconds lmao

silk egret
silk egret