#Index: Purger
1 messages · Page 3 of 1
wow
howd you clone it so fast
wait nvm
i'm so dumb
i think i just left it downloading while doing other things
just started redownloading to test it
I waited for 10 minutes then decided it was better to work on PS while having IPE cloning
started downloading when i sent this message
WHAT IS YOUR INTERNET
40 MB A SECOND
my internet COULD NEVER
whAT
fast.com says 440
I wonder what happens if I just download the zip file
slow as fuck :((
AW NO
I just deleted the local repository
i have to redownload it all again
omg
DAMN
Wait do you use the client or the command prompt
maybe they just don't have github servers in canada
no they do my internet is just shitty
i usually use the command prompt for most things but i wanted the nice loading bar
how to use command prompt for git
I have never used git standalone, Ive always used some sort of third party UI like github
i don't know a thing about windows stuff
sorry
tell me for linux
interesting
there shouldn't be a difference in your download speed though, it'll just be a bit harder to navigate with no real advantages when you're just starting with the cli
I ended up just using the terminal
will see if its faster
It did end up being faster
but not fast enough
im testing some things
HELL YEAH]
Just downloaded and set up Github CLI and its cloning MUCH faster
interesting
because i think github desktop uses gh
are you sure it isn't being cached or some shit like that?
man I honestly just wasted my time because it went back to 400kb
oh wait
it went higher
oh its done
I spent 30 minutes optimizing for a 2GB clone
worth it
but now I gotta go
will test tmrw
damn
Woah .-.
Honestly, i got too used to seeing my messages as last ones here
// Keyword
Yeah it's a weird way to pin messages, isn't it? I'm going to write a list of your notices here
- Minor thing: If you start new game for first time ever, it asks you if you really want to reset all your progress
- Pnoenix likes the loading screen
// For some reason he is loading intom_day1_0_armoryinstantly
// What is going on with loadout presentation voices? I can't hear any - It is a bit unclear where is the deploy button
// 156 fps... I want it on my own :( - Lack of feedback when the bullet hits
// I had an attempt of making a hit sound for bullets. Exactly a hit one, not like death one and... It was hard to make a good one, so i decided to cut it off. Maybe i should return it as a game setting, no guarantees that it will be good though - Hits seem to be inconsistent
- "I really don't know what happened here?" - Got flashbanged, twice... oh, three times, that's a new record
// But weirdly enough, there seem to be no grenade around that would be able to do that, so it's as weird for me too. Plus, probably, i need to add FOV checks for this thing
// Ah, yeah, maybe also i need to bump up the grenade indicator distance, because flashbang can hit further than indicator would show it - "I thought i was supposed to push? Also the voice lines are not that loud"
// I guess i'll need to make voicelines volume setting or something like that
// Maybe that is also related to environmental sounds (like soundscapes) too, because cranking down master volume doesn't seem to be very good way for that - *shoots camera* "Portal :)"
// Except everything went wrong! - *takes position near Com-Store entrance during battlefield section*
// That is actually unusual! I've never done it on my own nor anyone i had to watch - "What is up with the bloom?"
// That's suppression, like in Battlefield games, if there is fly-by bullets, you'll get that kind of effect plus fly-by bullet sound
...
- "Grenade throw was very sudden"
// Wait, i've broken left-hand animations? Gotta fix that because that "throw animation" happens only when you disable these, but it seem to work this way even if you have left-hand anims enabled - "I felt like it was a little hard to judge how much damage you take without looking at the health bar"
// And here i'm not very certain what to do to fix it, that is especially hard when you lower quality of post-processing and low-HP post-processing doesn't look as painful as it is on high quality - "I don't notice any difference between 50, 30 or 12 HP"
// Same as comment of 12th notice - "Also, damn, that juggernaut has like a lot a lot of HP"
// Yep, these are special units, but i'm not very sure if i should use them right at first mission. It may be a bit rough
// Also, camera clipped through the floor, gotta fix that - "I don't have a gun..."
// Damn checkpoints are broken again now :(
// Wait... Invisible weapons? That's something new - "Idk why but damage felt higher this time?"
// Damage feels weird in this game right from the start - "I didn't hear that they said to take positions"
// Hmm... Damn, that part is very problematic as Bender also were confused about it. I'm thinking of making a timer like "Time before attack" to make it more clear that section is not broken and is supposed to prepare you for that one battlefield section - "Got confused about bloom once again..."
// I probably also need to add indicator of fly-by bullets, like damage one, but just a bit different
// I'm at 13th minute of the video and now i'm confused how to measure playtimes of certain levels, m_day1_1 seems to take much more than it was designed to .-. - "What was the shock?"
// I wonder if i really have to lower radius of that explosion shaking
...
- "Am i Alpha-1-1?"
// Yep. I think i need to make it a bit more clear in loadout presentation writing something like "You are Alpha-1-1" - "Interact button?"
// Hmm, even if that version lacks of any kind of tutorial, i think that is one of the main things that i need to make first if i will get to it" - 16:54 - broken collisions! Thanks
LocationPhysics, gotta fix this one up
And that's the end of the video
Thanks for playing! And thanks for feedback, too, that game wasn't very well tested lately and it shows
I hope you'll be able to record it with your specs. If you can actually do that while maintaining good FPS... Our specs are drastically different then!
.-.
Honestly, i love to see any kinds of footages like that as they show that there are more possibilities to interpret even a seemingly simple, linear game level, plus it is very helpful to get a point of view of someone who just joined the game for the very first time ever
I said it all in my commentary over the video, but what about m_day1_1 spawns - yep, they feel kinda weird and they definitely need to configured the other way. Plus NPCs FINALLY need to use running. Earlier i avoided usage of running as it had not very fancy animation and etc. Now i need to get some kind of support of that stuff, plus, maybe, one day, make the NPCs actually learn how to take positions properly, like taking covers, slowly approaching someone, etc, but i'm not very sure when i'll get to it
You should've used that git command i sent earlier, it doesn't really make much sense to download entire repo
Edit: Sorry, i've not seen the message below
If i want some performance, i need to throw my hardware out because it is severely outdated. But i can't! As well as i can't just go over Godot 4.x because porting is not limited to just pressing a magical button of "Project Conversion", there is a lot of things that are broken, like changes in APIs of GDScript, changes in resource storage, changes in GDShader, broken UI everywhere. You definitely should try converting some big project made in 3.x to 4.x, that's fun
I'm sorry
That's a good reason to use UI lol
... ah
Damn, i wonder if they will ever add that depth option into GitHub Desktop
Oh, you've used it, i wonder how much it still makes you to download
See you later! And once again, i'm sorry for the trouble you had
It's time to work again
Time to go through all the mess
I hope to be more productive today but something tells me that i'm going to waste a whole day attempting to optimize the game for my hardware again
@silk egret i've found an ancient (May 26 2023) git log txt. Maybe you'll find it fun to explore it!
First task done, undefined to go
@sly stream
I'm not very certain if that is a good design decision just yet, but the problem you reported made me remember what they did in HL2. Players in there also had a problem with understanding how much ammo or health you have. For now, recent changes in your health is shown at center of the screen
Also about that bug of left-hand animations...
That shit was broken because i misused default values, sorry
@sly stream if you wanna fix it up later, you'll have to enable them back in the game settings menu
Credits will remember everyone
I think that’s a really nice fix to show it next to the crosshair
Yep! It should fix my own confusion over health too. Earlier i could kinda rely on post-processing, but even in these cases it's not a guarantee of how much i actually have lol
Damn if you ask me, i don't even remember what happened back then
I hope Bender is going to be happy with his RPC
@sly stream so, did some changes to flashbangs:
- Grenade indicator shows grenades for much further distance in order to represent the potential radius of flashbang in much more clear way
- Flashbangs finally take FOV into account. Simply saying, in your version flashbangs applied to you even if you didn't look at them and that is kinda rough and outright confusing
Suppression danger indicator
@tardy shard tweaked this thing
@sly stream i'm thinking of adding a little health/armor bar for CrosshairHUD that would make it more clear how much damage are you dealing
Maybe gonna make it a little bigger
So that displays the health of the enemy when you hit them?
Health and armor, working on it, gonna try keep a nice size of it and etc
I wouldn't like to make it giantic like in these RPGs and etc
And wanna keep it as center of screen
I already made the whole crosshair (including that thing) to offset on recoil, should've done it earlier
2gb! I regret not using that earlier! Love it
ooooh
creditz
I also have you in the credits of PS too actually
did you fix any bugs? if so then should I reclone everything?
@sly stream hey man, there are going to be hit sounds, but they are disabled by default, because i'm quite not sure if that much of people will like it
Gotta check, actually, i wanted to open the credits menu and completely missed it, now kinda regret it lol
It has a very outdated credits thing
I did some changes that i've uploaded already, but you don't have to reclone it. Just do git pull and you'll be just fine
in the credits menu to be honest
Ive been needing to update the formatting and give credit to other stuff
I think the current one completely missed one of the lensflare shaders I use
ooh what
that sounds fancy!
I assume I just open the terminal from the indexprojectexport directory and type that
Or use GitHub Desktop. Even if it does not support shallow cloning (as it seems?), it does support git pulling and stuff
neat
oh was I trying to clone 37gb of things when I cloned from desktop?
I'm not sure, i think you had to clone like 8 GB of compressed data
that makes sense
I can't envy these internet historians as they literally have to download a good bunch of useless data
I mean who is actually interested in earlier versions of that mess?
me!
.-.
woah! you make classes for these?
Yep, it's just easier to work this way
So... I made a timer
You may actually wonder why so...
No, no way i'm going to make any time-based missions, fuck that stuff
lol fair
@tardy shard had confusion (as well as @sly stream) about m_day1_1 "silent" moment when you have to find cover (and ammo if needed) before "battlefield" section
Both Bender and Pnoenix missed it, which proves that my design skills are absolutely fucked and...
I just thought that'd be nice to get some kind of timer for these cases
It may lead to less confusion and also answer to my own question whenever it comes to that silent moment aka "how much time i have at this moment"
Escape from index
Exactly
That's how it looks basically
That'd be really fun if m_day1_1 is going to be the one and only location that will actually use that HUD element lol
I honestly thought that today i'll get beyond that all HUD stuff and actually work on perf :(
god
I'm done for today, going to upload everything and update the exported version
Pushed original repo, now waiting for export
yeee exportinng
Alright, that'd be fun to see how it runs for you. Today i've not paid that much attention to performance as i did with QoL changes, but there are some critical bugs that were fixed, such as...
- Broken checkpoints
- m_day1_2 100000 DB ear-rape after loading a checkpoint
Slowly uploading an export
Uploaded everything
Gotta go offline soon

@steady maple
for some reason ADS doesnt work for me
Ok so some feedback first
I probably skipped a tutorial accidentally so im going to disregard any input related issues I had
though ADS didn't work
heres the feedback:
-
I had a hard time differentiating between enemies and friendlies, they were very closely similar and the friendly text often didnt show up unless I was up close and personal with the friendlies. This meant I ended up hitting friendlies quite a bit
-
this is done exceptionally well, I didnt get time to play the rest except for the first level but I really enjoyed playing
loved the voice acting as well, and the game as a whole felt very source like
I did find myself trying to climb and slide like in Call of Duty though
but thats probably just muscle memory from another game (i think you know what game that is)
overall, really good and very fun but my allies definitely need to go to the ER
It is more likely that they no longer need an ambulance
fair
Thanks for feedback! I'll try to think what can i do, but i'm not very certain at this point. Potentially i will try to change behavior of allies to make them walk near-by (or take positions near-by) to avoid that kind of cases, but i'm also not sure about this idea as they can be annoying like pushing you away from covers. Damn, whole AI needs changes, but, yeah
@silk egret i noticed one weird thing with the settings menu, i wonder why it is defaulting it down to 320x180 resolution, but i guess i'll have to detect it and probably default it to 1280x720
Apparently voicelines of loadout presentations are broken :(
> though ADS didn't work
Description of "Agressive" behavior perk:
You don't give a shit about anything. You see the enemy targets, moments later they are dead. You push forward. You are the danger.
- Health: 75
- Movement Speed: 0.9.
----> - You can't go in sight. <----
- +20% spread.
- -50% recoil.
- You get 30 HP for each neutralized target.
Thanks for playing as well as for feedback too!
I'm genuinely surprised how well the game runs for you. You didn't have to lower down any settings and it was running just fine for you. Now my disappointment in my hardware is immeasurable
I won't even ask a question where is the audio
I will just revert it
Because there was a moment, when m_day1_0_armory presentation wasn't just a weird mute movie
It was an actual presentation with voiceover about everything related to that mission
Ms. Minnie is so damn goofy killer track
set_time_scale 30 kills the player for some reason
As it turns out there was a ragdoll limit that i forgot about
oh im dumb
:D
I actually raised some settings I think
is your options menu auto generated by the way? Or is it manually set up
I think maybe the enemies should have a way to differentiate them from allies without changing the style of the game
because I often found them blending into the environment
Yep, they are set to "high" graphical preset (with resolution of your display, too, for me it's 1920x1080) as well as all gameplay settings being enabled except for some (keep ragdolls and bullet hit sound i think)
I kinda understand what do you mean, but i can't promise you anything as i'm not very sure how to design it other way. We'll see in the future
as I just manually do everything as it is now
perhaps a slight and I mean very slight fresnel effect on enemies
Let's take an other view, your settings are much smaller than mine lol
I found it to be easy to tweak anyway
Since you don't give a shit about anything, and since you are the danger... I will make it this way
I should note my resolution was 1366x768
i found it really fun just mowing down enemies
(when I could find them)
run out of ammo, switch to knife and stab
beautifully made
?
I shouldve enabled a fps counter ngl
curious as to what it is
Maybe it'll be a part of the very next update
interesting
im not that good at shooters so dont go too far ;-;
max ive gotten in valorant is bronze three
At this part it won't be much about shooting, but you'll see ;)
Nah, you'll have to play the game as i'm quite curious if you'll be able to do that lol
Nothing fancy and it's not going to be much about shooting or stuff
interesting
is it already in the game?
or do I wait for another build?
Not yet! It's a relatively huge thing to do
But if i'll make it, that'll be nice lol
It's nothing but modification of already existing thing, but still requires work to do
We can check it!
i didnt make it yet but am planning to use almost everything i have learnt so far
in that one level
That sounds great
It looks nice already, but i bet you can do that stuff even with closed eyes
I think i made it, not sure if it will require any kind of changes in future...
As it is some kind of surprise, i won't show anything here
hmmm
alright
my curiousity is throught he roof
@silk egret it's fully uploaded now, so i can tell you the details of this challenge.
You need to find a way to activate an "HCS-S Mystery Mode" with no hints. The only thing you need to know - it is related to loadout menu, so pay attention in there. It is a challenge, because it can be problematic to find it. This mystery mode is a reward for you on it's own, but i'd love to give you a bit more than that. Potentially, you can accept help of anyone except Bender as he is too enlightened for this kind of challenge.
Good luck! If you find it, i'd be happy to see screenshots
Actually, i need to add one more button into game's menu to simplify it
I don't really want to make you use console to get into m_day1_0_armory
A little addition plus fix
Testing on a potato computer
tried a lower resolution but loading into the game gave me a blank screeen (I think it’s just that the loading icon wasn’t visible)
Might be the antivirus being a pain but the release version wasn’t loading into the game properly
interesting
Thanks for testing it! This report sounds very similar to what i had when i tried to launch Godot GLES3 games when i had derelict iGPU only. Ancient drivers are barely supported by Godot, even if iGPU fully supported OpenGL 3.3 that is used by GLES3 rendering branch, it still caused BSOD or crashes. On top of that, GLES2 also didn't work well for me. I'd love to ask for logs (mp.console_log), but somewhat i'm pretty sure that crash may be related to that given my previous experience
the thing is its not crashing
I want
ill screenshare int heg roupcjhat
👌🏻
Which makes it only weirder, but, yeah, i can't tell much now, sorry
I've not sent much of things today, but here's what i did today:
- More materials for HCS-S mode... can't show as TNP still didn't accomplish the challenge!
- More to credits of ExplodingImplosion
- Lower screen resolution during shader compilation
- Categories for game settings with mentioning the impact of CPU usage
- Game settings presets
- Shader compilation option in graphics menu... that was reverted anyway
- Check bug related to crosshair health data after reloading
- Keep visibility of crosshair and health data separate
- Fix visibility of crosshair after changing back to enabled
- Check a lag that occurs on m_day1_1 after playing for a while
- Implement "Player - Camera Walk Anim." option
- Implement "Player - Camera Suppression Anim." option
- Implement "Player - Camera Explosion Anim." option
- Implement "Player - Low Health Anim." option
- Implement "Player - Viewmodel Casings" setting
- Implement "Player - Viewmodel Fire Light" setting
- Implement "Decal Quality" setting
- Turn off SurfaceData particles with "Particle Quality" setting
- Implement "Environment Volume" setting
- Implement "Voicelines Volume" setting
- Fix main menu music after addition of HCS-S mystery mode
- Make jump-on-ground-after-jump available only as function of bhopping (been a long time since @tardy shard asked for this)
- Don't change initial state during mad mode (or HCS-S) if node process is enabled
Export - Soon (TM)
interesting
And for today...
- Ladders make movement direction depending on mouse look
- Fix going off the ladder
- Fix processing of disabled collisions of picked props
- "Second Sun" - simple perk for flashbang protection
- "Unbreakable" - simple perk for explosion protection
- Fix processing of explosion damage modifier of player character
- Fix clipping into legs when falling down and crouching
- Game menu fix possibility to open it during game start loading
- Game main menu fix escape
- Nerf engineer perk the very same way as "fast" is nerfed
- Nerf fast perk and buff it up again only if "mystery" perk is used
- Implement "Player - Damage Camera Anim." option
- Add "Water Quality", "Viewmodel Hands Quality" to preset support
- Fix black material in HCS-S
- Remove paint from one of the concrete plates
still curious about that mode
havent gotten time to test it recently though 😔
will try maybe tomorrow or very later today
fancy
ive got a question, howd you go about your npcs?
I wish you luck to find it out! At least that's not going to be the only thing you'll find in attempt to find HCS-S one
What do you mean? Like, placing actual models as an easter egg?
like how do your npcs work
I need to make npcs but dont know where to start
Well, it's really complicated and it heavily depends on how your game is functioning. For example if you will need making multiple types of entities that are not always humanoid. The best way to get into making of NPCs is, probably, making them walk on your game level. Just make a cylinder with collision, and just make it walk on navigation mesh, maybe make some additional stuff like pressing LMB makes it walk at the crosshair's hit position
hmm interesting
Also remember that different kinds of entities may need different ways on how to detect paths. For example you may need making A-Star pathfinding for helicopters and that'll require you manually placing points aka where they can fly
my plan is to make one base NPC class with all the basic functions and then extend that with other scripts for additional functionality
If you may wonder, Half-Life 2's NPCs are all using A-Star pathfinding and, when many may say that is derelict way to do pathfinding, i may not agree with that because nav-meshes are not applicable in cases when Half-Life 2 need to demonstrate it's own power with removing bridges or etc... I know it sounds weird, just saying that nav-meshes and A* are both applicable
like a gunship that can, well shoot guns
I honestly tried that and, that may seem to be a nice idea but i'm still not sure
what went wrong?
I have NonPlayableCharacter class and NPCHuman extends it, but i cannot say if that is that extensible
At least because NonPlayableCharacter forces to use KinematicBody, when it may not be applicable for some types
So basically that is some kind of dead thing in this project and if i will make other types of entities, probably they are going to be fully unique classes
Like sentry guns and etc
But i've not worked on that stuff that much, really
I cannot say that i'm experienced guy that actually knows how to make NPCs
@silk egret you are going to spend an eternity if i won't tell you how to enable this thing so...
- Select a "Mystery" perk
- Set "None" as primary weapon
- Set "SPS-38" as secondary weapon
- Set "Light Armor" as your body armor
- It doesn't matter what else you will pick, you can just deploy
I hope you'll be happy
ill be quite honest, ive been busy with PS and other things so I dont actually get time to test index purger
the only times ive played it were the two times youve seen me play it 😓
im finishing up a new character design right now so ill do that and play this to see what this mystery perk is about
am very curious
No worries! This game a is a bit unplayable knowing what kind of display are you using
im going to play it now if you want me to screenshare
I thought that'd be fun to make that challenge, but, yeah, i think i just need to show what that is
my vr headset is about 50 or so charge so it will last for a very long time
That'd be nice to see
alr
- "GRAVHIGH" mystery mode
- "GRAVLOW" mystery mode
- "GRAVZERO" mystery mode
- "RANDMAT" mystery mode
- Fix prop debris
- Fix zero value of console gravity variable
- Fix left hand animation blending on lower FPS
- Achievement UI make locked achievements stand-out more
- Make set_gravity save it's own value across locations
- Fix corpses/weapons falling through the ground on m_day1_3_post0
- Make achievement sound stand-out
- Fix "environment volume" UI value saving
- Fix "barrel0_explosive" collision data
- "Great Soup" achievement implementation
- Add "Is That The Door" song on button use of easter-egg
- Fix "Fun Media" store alarm sound at m_day1_3_post0
- Sentry gun add weapon fire particle
- HumanModel add weapon fire particle
- NPC's sentry gun - fix player visibility
- Ladders fix player legs visibility
- Ladders make the player turn around if lerping back to the start point
- Remove collision shape of PlayerControllerLadder in NodeKit
Still heavily under development, there is a Steam page if you want to follow it, maybe there is going to be a demo soon enough too
Godot 3. There was an attempt to switch over Godot 4 and... Well, it wasn't successful, so i'm staying on Godot 3 to actually complete this project
https://store.steampowered.com/app/2742480/Index_Purger/
If anything, it will be released here. I can't tell when for now, because there was a ton of technical issues i had to resolve, plus it still needs some content to be made (like weapons), but, other than that, everything is going smoothly enough
Set in a dystopian alternate history, "Index: Purger" is a dynamic, fast-paced first-person shooter where you play as an elite "Omega Security" mercenary, battling through intense, chaotic combat scenarios. With an expansive array of equipment and perks, you can create your own unique approach to the chaos and dominate your enemies. When not on ...
To be announced
Good luck!
almost perfectly nails the style of Project S
I think the only difference is that project S has slightly thicker outlines
but the thin outlines work really well for index purger
I love it
Glad to know! ;)
Whoaaaa
Hi fumodev
Hello Creator of hit title: Index Purger™️ : Coming soon 2024, Wishlist now on steam
!! welcome there
Regarding some mentions of shader compilation above, doesn't this only happen when the object is in front of the camera? One trick would be to instantiate such items off in the distance on level load then hide them so the shaders compile at least. At least I think that'd work
@steady maple
Hey, glad to get that kind of discussions here! So, "loading screen" in this game kinda separated to 2 parts:
- Actual loading of scene file. That includes also loading of all extenal resources used by said scene and etc.
- Initialization of
LocationBaseand, as it follows, a stage when shader compilation is "forced" by placing various meshes in front of camera with all needed materials
So, the main problem here is... A lot of shader compilation issues are getting fixed during the second stage, but there are still moments that are not fixed and it's hard to track them down, as well as to understand what exactly is causing them. Recently, @tardy shard noticed that flashbangs caused extra shader compilation each time they appear on the level, i fixed it recently, but, besides that, i have not much of clues for now. I'm trying to track them down, but probably that kind of stuff will always take place in this project, like optimization that i'm returning to from time to time
Interesting, is there any word on this stuff from the core team?
Nothing for now as i didn't ask any questions. Maybe that'd be nice to know how they would debug that kind of stuff
It'd also be nice to know if they plan to improve this kinda stuff too 😋
I hope! If they would be able to tell the way how to detect what actually causes the compilation even right now, i'd be genuinely surprised
@fierce moat https://github.com/godotengine/godot/issues/88357
After our conversation, i decided to open an issue on their repo. It's more of an Q/A section now lol
Awesome. I just don't like how it's happening at runtime tbh...
ohh is this why my game sometimes stutters when a detailed scene is loaded
Surely there has to be a way to pre-compile the shaders?
there is, but it's really only feasible for consoles-alike which have fixed hardware sets
(speaking in theory, not sure if godot supports that; unreal does)
Ive heard that a lot of people spawn in objects with shaders at the start when the level is loading
maybe
I believe godot has something like a shader cache?
unsure though
Godot 3 introduced asynchronized shader compilation support with shader cache. Godot 4 has shader cache too, but much better than Godot 3 seem to have. Either way, even in your game, if you see certain mesh/material/particle/etc for the very first time, it is causing the shader compilation stutter... Just like the one that this project is suffering from
Loading screen's "stage two" is doing that stuff. Sometimes game's loading screen may start to disappear too early and show something that players are not supposed to see
Godot does not support this and i'm not even sure if that is for bad or for good. I've been using UE and shader compilation in there always takes quite a while making my own use experience not that nice. I kinda love that Godot does it in runtime, but damn, it's rather painful to deal with cases of shader compilation that don't even seem to have a reason to be or related to lighting scenarios (like instancing of omnilights with shadows enabled)
ohh thats an issue
lmao wtf
now its like im responding to seeing the tomorrow
Turns out my PC didn't had a synchronized time and i had an hour offset, so it's just a local issue
the future is now
lmao interesting
There might be some shader compilation addons made for Godot 4. In case of IP i had to write my own as there is a lot of stuff is being initialized in runtime, but i think you should be just fine with using an addon for it
ooh ok
i havent found any yet
I think the best way I could do this is get a list of used materials in a level, and display it infront of the camera in the loading screen
then just start the level as normal
how did you go about doing yours?
Basically that's one of the things i'm doing right now. Besides that, you might need to consider also displaying all ArrayMesh used in your level too, as they are causing shader compilation too
fr?
damn
- Calculating the level's AABB, creating a list of uniform points based of it, creating a new current camera and make it move around these points and rotate at all directions to see the entire level, all of that stuff with disabled occlusion culling as it prevents visibility of certain bits. That is outdated piece of the system, however, it is still handy for particles
- Gather all materials and
ArrayMeshused in level and display them in front of camera - Gather all NPCs, get their models and try making animated model that would display their mesh
- Create preloaded instances of explosions, these things caused a lot of lag due to shader compilation, for some reason, each new instance caused it, so during "stage two" i force all of them to show up to force shader compilation
It's really about experimentation. During your current stage of development, the only problem i noticed is that when you rotate camera for first time - there is that stutter that is not that critical for now. It can be fixed fairly easily by just doing that camera-moving-thing, however, you may need to consider to design it in a way to be extended just in case, for example, make loading screen disappear only when you stop doing all of your force-shader-compilation-magic
this is very interesting and also kind of unfortunate that godot doesnt prevent this
in regards to gathering all materials and arraymeshes, would you just cycle through a group that all meshinstances are in? or is there another way its done
In my case i can use one of the utility functions that would recursively iterate through all children of the node and return those that fit certain type/script. In my case, i'm finding all of the location props, location blockout meshes and combined meshes as they are all extending MeshInstance, so it's quite easy for me for that one reason. In other case, i'd just try getting all MeshInstance3D in your case (again, just by recursively going through children) and just get their array meshes and assigned materials (prefer get_active_material), in this case it will show up everything, even that is not a level geometry, which should work just fine
interesting, okay
this is very useful information, ty for this
;)
Call of Duty compiles all of the required shaders while the user is on the main menu
There was a time when i tried compiling all shaders during game launch. It didn't do much, so i had to switch over compilation of shaders on each loading of location, which helps but has it's own flaws like increasing loading times a little
May it be possible to delegate shader compilation to another thread (and show a "non-shadered" model until it compiles)?
Asynchronized shader compilation of Godot 3 does something like that. It is using "fallback" shader version to show. Even if it fixes just deadly freezing of synchonized model (that caused BSODs for me sometimes!), it still has a noticeable lag. I'm still wondering if that is possible to try rendering something on separate thread and if that'll make it perform better, sounds interesting to see
Added more credit details:
- ExplodingImplosion's playtest count, providing of logs, idea for loading screen logs, friendly english lessons and various fixes of text
- Bender's playtest count, viewmodels that were fully developed by him
- TheNetherPug playtest count
!!
by count, do you mean the amount of times we have playtested?
Yep, entered the game and played probably 10 minutes or so
neat
Bender has long playtests because... well i'm not sure how much did he finish the first mission yet
i apologize for my rare playtests by the way
This game ain't fun when it is hard to recognize anyone, and i'm not even sure if i'll fix that issue, so i kinda understand why, there is no need to apologize
although its hard to recognize people sometimes, its really fun when you get your brain trained to
I think the main reason I rarely playtest is because of my monitor (or lack of one)
That's what i'm talking about ;)
I have an idea
instead of fixing this and sacrificing visuals by adding a fresnel or something
why not add heat vision goggles as equipment?
it would certainly be interesting
but may be less efficient in hot areas, such as outdoors with direct sunlight or something
that way it encourages use in dark areas but less in bright areas basically
That'd be nice
Just like NVG, it has blind spots in bright areas
yeah!
Introducing a "code mode" for developer console
# Have fun with breaking the shit out of this game.
func run():
var loc_base = LocationBaseScene.get_scene()
print("Found the game level: " + str(loc_base))
var meshes = []
meshes.append_array(loc_base.find_nodes_by_class("MeshInstance"))
for mesh_instance in meshes:
print("Checking: " + str(mesh_instance))
var surf_count = mesh_instance.mesh.get_surface_count()
for surf_id in range(surf_count):
print("Changing surface ID: " + str(surf_id))
var mat = UserSpatialUbershader.new()
mat.set_albedo_color(
Color(
rand_range(0.0, 1.0),
rand_range(0.0, 1.0),
rand_range(0.0, 1.0)
)
)
mat.set_force_update(true)
mesh_instance.set_surface_material(surf_id, mat)
mesh_instance.mesh.surface_set_material(surf_id, mat)
Actually i think it's a good idea to put logic into Node-extended class, specifically Spatial as it gives a plenty of possibilities
Updated the export, i hope someone will find it fun enough to use
Probably i'm going to lower the game's physics framerate from 60 to 30 as it is giving a performance boost. The only problem is that requires tweaks to game's logic, but almost doubling the performance is probably worth it
what the hell
I find it to be handy for debugging already, surprisingly
Especially when it comes to development of mystery modes affecting the game level
You own* all singleplayer games!
* well kinda
lol
Я до города пару раз проходил :D
Правда поезд там не приходит, да и двери все закрыты
"Ща быро пофиксим, без проблем"
*дохуища дней спустя...*
"stalebot closed this issue as it has been stale for the duration of universe"
something something ubisoft
Yep!
I'm still stuck at days when they didn't turn to something we know today
bump to prevent death
woah
the thread was hidden
@steady maple change the visibility settings
the thread was hidden due to inactivity
Changed
alrighty
breadpog
If you are still following this thread, you better wish happy birthday to Bender
happy birthday @tardy shard
Damn you're old
Happy birthday!!!
💀
Happy birthday Bender!
thanks everyone :D
bump
[0] :: Check performance of prop debris
[1] :: Fix shader compilation of prop debris
[2] :: Fix collision of static prop debris parts
[3] :: Fix shader compilation of Viewmodel's first shot
[4] :: Fix particle quality setting
[5] :: Recheck debris performance with profiler
[6] :: Turn off debris with low quality of particles
[7] :: Console debug show text
[8] :: Replacement of text by ExplodingImplosion
[9] :: FOV option
[10] :: Max FPS option
[11] :: LUT Color Grading support
[12] :: Fix LUT HDR highlight visual glitch
[13] :: Change m_day1_1/m_day1_3_post0 LUT to cold1
[14] :: Drastically optimize the start loading times with multithreading
[15] :: Make underwater post-processing use the tint for fog color
[16] :: Create amount of threads equal to game files' count
[17] :: "Color Grading" option
[18] :: HTerrain navmesh support (LocationBase bake_nav_mesh property)
[19] :: Shift-key boost for controller's water state
[20] :: Fix exporting of game files related to HTerrain
[21] :: Automize saving of data for HTerrain
[22] :: Add HTerrain to NodeKit once again
[23] :: Make bullets work with HTerrain
[24] :: LocationBase take HTerrain into AABB calculation
[25] :: Fix weird ladder transition on start point
[26] :: Check Bender's camera shaking issue
[27] :: Retexture AR-100 for absolute state of lulz
[28] :: Make AR-100 less dirty
[29] :: military2 new default viewmodel hands
[30] :: Fixed amount of threads for game start loading
[31] :: Fix player's dropped weapons
[32] :: Fix missing materials on dropped weapons
[33] :: Check terrain shaders for async_hidden
[34] :: "Lighting Quality" option
[35] :: Check Zylann's repo for a way to fix visible switch of terrain LODs
[36] :: Report LOD issue on Zylann's repo
[37] :: Investigate the chunk problem of HTerrain
[38] :: Revert multithreaded starting file loading
[39] :: Check Bender's error logs and try to fix game starting
[40] :: Fix various errors with ResourceLoader.exists and clean up the logs
[41] :: Drag the console debug log above the main console's nodes
[42] :: Try bumping up VRAM compression for heavy models
[43] :: Resize all HumanModel textures from 4K to 1K
[44] :: Optimize usage of VRAM by Viewmodel, UI and post-processing
[45] :: LocationChunk node
[46] :: Rework the intro sequence and game-files loading look&feel
[47] :: Fix material quality excessive VRAM usage of MRSAO/normal maps
[48] :: Start new game from m_day0_dialog
[49] :: Rework LocationSkyClouds to use 2 MeshInstances instead
[50] :: Damagable objects create actual mesh rigidbodies on destruction
[51] :: Better support of LOD_enabled property
[52] :: Fix-up some stuff related to existing vehicles materials
[53] :: LocationMeshCombinerCube enclose property and show picked AABBs
[54] :: COM_BakedLightmap lightmap color adjustment
[55] :: Fix crash of lightmap adjustment on m_day1_3_post0
[56] :: Check and fix shader compilation on high settings
[57] :: Check Bender's loading issue
[58] :: petition0 prop
[59] :: Game menu add Discord button
[60] :: Credits - Bender's PDW-0
[61] :: Fix viewmodel hands shadow with lightmaps
[62] :: Smooth dynamic sun lightmap lighting for Viewmodels
[63] :: Check Loadout Presentation voiceovers AGAIN
[64] :: Check Bender's complant regarding the skip
[65] :: Fix broken sun layers
[66] :: Finally fix all the collisions
[67] :: Experiment with threads in location loading/init
[68] :: Try moving NPC logic/pathfinding to separate thread
[69] :: Game menu add reddit button
[70] :: Credits - Bender's Steam profile link
[71] :: Credits - Add xpomosoma
[72] :: Revert all changes related to multithreaded location loading and pathfinding
[73] :: m_day1_1 cold2 LUT
[74] :: Fast LUT sample screenshot command
[75] :: Main menu cold3 LUT
[76] :: Speed up fast typing of dialog
[77] :: Clean up LOD mess
[78] :: Fix flying dynamic props at start of location
[79] :: Player use remember the used object at key press and use it on animation time offset instead
[80] :: "Instant usage" gameplay option
[81] :: Fix sentry gun destruction
[82] :: Make sentry gun debris
[83] :: Revert LocationPhysics resources for good and replace with in-game init
[84] :: Bigger SurfaceData debris models
[85] :: Fix LocationPhysics-related in-game init in certain cases of LocationProp
[86] :: Game menu e-mail button
[87] :: Game menu locked/unlocked tabs and sorting in achievement menu
[88] :: Start new game with a lot of EXP and SP
[89] :: Drag up the helmet armor on pressing H key
[90] :: Choose default helmet/rig on start of new game
[91] :: Make dialog colors darker
[92] :: Loadout presentation make colors darker
[93] :: NVG-switch/armor-helmet/flashlight left hand anim
[94] :: Loading screen notes
[95] :: Credits - Bender written all loading screen notes
[96] :: Credits - garson and gumbuk9 playtest
[97] :: Figure out wtf is going on with left hand after making nvg_switch anim
[98] :: LocationMeshCombiner do not add nodes with children or dynamic ones
[99] :: LocationMeshCombiner force creation of physics data
[100] :: LocationPhysics combine same surfaces to single static body
[101] :: LocationBlockoutMesh return to parent button
[102] :: LocationBlockout blacklist filled by LocationMeshCombinerCube
[103] :: Disable OmniLight/SpotLight shadows on low lighting quality
[104] :: Auto-exposure setting
[105] :: "Would you like to sign my petition?" achievement
[106] :: Fix all locations after removal of collision data
[107] :: "Physics Quality" setting
[108] :: Credits rainbow Minye
[109] :: Add even more loading notes
[110] :: Credits replace all links with ref URL
[111] :: Replace loading screen hints labels with RichTextLabel
[112] :: [randhex] BB-Code effect
[113] :: Fix procedural weapon look
[114] :: Fix crash caused by loading screen notes
[115] :: Game start make notes font smaller
[116] :: Tweak auto-exposure to be much less extreme
[117] :: Tweak clouds texture
[118] :: LocationBase sorting
[119] :: Check that double-ESC bug related to achievements
[120] :: Repair achievement tabs on exported version
[121] :: Slow down switching of notes in loading screens
[122] :: Fix LoadoutPresentation voicelines on exported version
[123] :: Return loading of location in separate thread
[124] :: Deal with m_day1_1's deadly lag during loading
[125] :: Hold and drag LMB unlocks multiple items
[126] :: Menu notes
[127] :: Don't take debug shit into screenshots anymore
[128] :: Damage pushes the player
[129] :: Figure out wtf is going on with LocationMeshCombiner saved meshes this damn time
[130] :: Fix material quality after an attempt to fix m_day1_1 loading time
[131] :: Look for solution for damn m_day1_1 table ass collision bug
[132] :: Find out wtf is going on with m_day1_1 concrete pieces that drop A DAMN PLASTIC
[133] :: Fix weird "concrete" surface debris
[134] :: Optimize initialization of dynamic physics
[135] :: Update credits a little to point out what Bender asked for
[136] :: Fix weirdly high loading times when you have high settings
[137] :: Fix damn ammo rig on new game
[138] :: Make shader compilation stage great again
[139] :: Fix shader compilation for m_day1_3_post0
[140] :: Fix doors
[141] :: Fix death fade
[142] :: Loading screen notes [actionkey] marker and add some missing notes
[143] :: Speed up the export material data again
[144] :: Fix SurfaceData preloading in non-standalone builds
[145] :: Fix updating with filled searchbar in PropKit
[146] :: m_day1_1 technological enhancements plus OOB/overall decoration
[147] :: m_day1_2 technological enhancements plus OOB/overall decoration
[148] :: Revert multithreading for location loading, again?
[149] :: Use frame yields during shader compilation once again
[150] :: Fix ReflectionProbe's reflections
[151] :: Fix loadout UI mass purchase that doesn't work if you press LMB outside of items
[152] :: Fix LocationProp's set_update naming setting
[153] :: Make damagables not take any damage until shader compilation is complete
[154] :: Check a color grading setting bug related to initialization of value
[155] :: Apply/Cancel buttons for settings menu
[156] :: Settings warning regarding the need of location reloading
[157] :: Don't show a new game confirm window if continue/loadout buttons are not visible
[158] :: Don't buy items if presentation info is visible
[159] :: Return fixed timestep for shader compilation and use frame yields only for moments of high FPS
[160] :: Reload -> Reload (Reset) -> Quit To Loadout music bug
[161] :: "Debris Amount" setting
[162] :: Apply lightmap-replacement light shadow only if it was enabled on original
[163] :: NPC amount setting
[164] :: LocationBase show_stats button
[165] :: LocationFire use GPU particles
[166] :: Do not set shadows on baked lights at high lighting quality
[167] :: Optimize m_day1_1 and m_day1_2
[168] :: COM_BakedLightmap support non-atlas thingies
[169] :: Return prop default texel sizes to 0.25
[170] :: EditorTools class that would listen to values to make something editor-only
[171] :: COM_BakedLightmap various improvements for speed and stability
[172] :: COM_BakedLightmap do not unwrap UVs on meshes that have no lightmap enabled
[173] :: m_day1_1 rebake lightmaps to return higher resolution
[174] :: m_day1_2 return props that are essential for gameplay
[175] :: m_day1_2_post0 technological enhancements plus OOB/overall decoration
[176] :: m_day1_2_post0 remove certain dynamic lights using baked light config
[177] :: Fix LocationFire in exported game
[178] :: Fix vent0 collisions
[179] :: Check the exported game crash related to fire
[180] :: LocationMeshCombiner original scene path in export string to prevent issues with renaming/etc
[181] :: m_day1_2_post1 technological enhancements plus OOB/overall decoration
[182] :: Fix editor color grading on engine start
[183] :: Apply all new stuff on m_day1_0_armory
[184] :: m_day1_1/m_day1_2_post0 fix window material
[185] :: m_day1_3 technological enhancements plus OOB/overall decoration
Been quite a time since i've been writing here. As you can see in these to-do list tasks, i didn't do much really, mainly small stuff just to refine the game in some aspects. Still, i have some stuff to tell, going to write :: Topics and start from the smallest to biggest changes. Before you ask... I'd love to write that all stuff not really because anyone of you actually going to give even a singular fuck about it, but because i love to write that much text. In fact, this game has more than 51.000 lines of code simply because i'm very, very lazy and i love writing it. Seeing the amount of tasks, i'm quite not sure what should i focus on to tell first.
:: Small Changes related to bug-fixes, shader compilation, english fixes, etc
Firstly, i have to say that i'm extremely thankful for help of ExplodingImplosion that pointed out my flaws in various cases of using english, such as TutorialHUD texts or descriptions of certain loadout items. With his help, 9 cases were fixed with explanation of how this language works. Of course english is still breaking my mind... But other than that? What are small changes?
- Shader compilation additions that fight with certain cases of compilation that occured during creation of "prop debris", first Viewmodel's shot, etc. The problem is still not completely resolved.
- Game menu has got some additional buttons for redirecting to Discord, Reddit or e-mail.
- Settings has got quite a bunch of additions like "NPC Amount", "Max FPS", "FOV", "Lighting Quality", various gameplay-related settings like "Instant Usage". Nothing fancy, really, even more ways to turn off your own game if you aren't that lucky with hardware.
- Finally fixing a lot of errors in the logs of exported game with ResourceLoader.exists method. Earlier, i've been complaining about File.file_exists method that doesn't work well with exported game's files, however, ResourceLoader.exists works very well so now it has been used for fixing this problem. Does it mean that logs are clear from all errors now? Of course it's not, that's a damn tradition to have at least some errors in the logs, especially when they remind some kind of "soft warning".
- Starting game files' loading screen has got some changes in core logic of game files loading. Now it is using a separate thread to load all the files, avoiding the stuttering during this process. That given me a possibility to rework the loading screen for good and make it smoother. However, i should point out that i've tried applying multithreading on actual location loading process in many ways and i failed. It was either broken in general, or broken for Bender which could've seen some editor-only stuff in game for some reason.
- Little fix related to underwater post-processing. Sounds fun enough, but TriggerCoder asked some code for his Quake-recreation project and that helped me to notice that some things are going wrong with underwater fog and with certain editor properties.
- LocationFire now uses GPU particles instead of CPU ones. Not sure if that'll help with performance, but yeah, here it is.
- A damn ton of bugs that Bender have reported throughout the month. Man, thank you so much!
- LocationChunk node. I think it would've been better to put it in a separate topic, but it has nothing much into it, it is just removing or adding children back following certain conditions (distance, trigger, location events, pick your poison). Maybe i'm going to write about it later, but honestly it is not that interesting.
- Loading screen and game menu notes written by Bender.
- Settings now have apply/cancel buttons and a confirmation window for settings that require reloading of location to be applied to.
- The game's now starting not from m_day1_0_armory, but from m_day0_dialog that has a dialog with "Agent" that describes some plot-related stuff. Earlier, this game has started from m_day0_x locations, but they are now cut because i'd like to rework them.
- Now, in water, you can press shift to swim faster. Yep, it wasn't a thing just yet.
- You can hold LMB and buy many items in loadout menu now.
- And the list goes on, i guess, there are plenty of small thingies in that list, not sure if i can tell anything else about them.
:: New loading screen animation.
Some of you may have seen the earlier game starting animation. Just wanted to say that was a video and... Firstly it was severely outdated and, of course, not much of potential for customizability, low resolution (1280x720) and other problems made me think of other solution. And here it is, basically this whole thing is made in Godot, just AnimationPlayer and shaders.
:: Terrain, clouds, color grading LUT.
woahh
big update
Yoooooooo 🤯
- Terrain... This game was never meant to have huge environments of course, but certain cases could've been nicely added in certain new levels (like m_day0_x rework) as it gives possibility to make terrain-based levels. Besides that? Easy background. However, even if i'm using Zylann's terrain (which is definitely a piece of outstanding work for 3.x), it still has it's own problems:
- Disability to bake navigation mesh. Honestly, it is a bad idea to bake a nav-mesh on huge terrains, but i still wanted to get that possibility in case if i'll be able to find optimal size (like
a_prop_polygondoes) and, yeah, here it is. Basically the trick here is to turn the terrain to mesh, add to navmesh group, bake, remove mesh, you can guess, i've written a button for that. - Bullets or surface detection didn't work with it that well but it is an easy fix.
- It still has a problem to solve that can be only solved at 3.6.. When terrain chunks are switching, physics interpolation make it very, very noticeable. For some reason,
VisualServerhas certain interpolation (from[0, 0, 0]of course) even if you are spawning a mesh with it.
- Clouds. That's a small thing, but, basically,LocationSkyCloudsalready used to be a part of the project. However, it was hard to control it, it was just a bunch of particles put together and... It wasn't that great, so i made a new version that would just use 2 mesh instances (much cheaper than that trickery with particles) and yeah it provides that kind of easy control.
its so fancy
- Color grading... I've taken code from one of the repos (you'll find them in credits but i can send here if you are interested). Like in case of terrains, their implementation is not perfect for the needs of this project and it actually had 2 quite painful moments to fix.
- In editor, you've got no color grading. It is only visible when you are in game. In case of Purger, that would turn development to hell in attempts to find nicely fitting colors, so i made an editor plugin to apply color grading for editor's viewport. Easy, small thing, but makes my life much easier.
- Problem with HDR. Basically, their shader code is designed to be used on LDR and when you render HDR with it... It breaks. How this shader works? It takes a color, calculates a UV pos in LUT texture, takes a color from LUT texture and returns that color. The problem is, their LUT texture is designed for LDR images, meaning it can have only [0 .. 1] range when HDR can go further than [0 .. >1]. Meaning, if intensive HDR colors will try to refer on this LUT texture, they will refer to wrong color. Sadly, i'm not a computer graphics genius and i'm not sure how can i fix this issue in a good way, but what i did is clamping of input colors to [0 .. 1] and that fixed the issue, however, it is still has quite noticeable clamping in certain cases, which aren't that critical anyway as it was broken in much, much worse way.
I ain't reading the commit history lmao
lots of shit u got done, man! keep it up
:: Destructibility
I think good shooters allow the player not only to destroy the other people's lives the most horrible ways imaginable, but also allow to do the same with the environment. In fact, this game had a lot of ways to add destructibility and it was even partially implemented in game, but what have stopped me is that destructible elements will have a performance impact one way or another. However, with addition of new settings that can disable lots of things, i decided to make a following thing: If there are a lot of unnecessary damagable elements of the location, they can be marked as "High amount props" and they will be turned off if you set a "prop amount" setting to low. Basically, the game's locations now can have a lot of destroyable elements while giving me possibility to actually play this game on poopy PC. Should i say that destructibility is not the only thing that i would do with it?
But will read the text for sure
:: m_day1_x visual/destructible additions
...
I love the clouds
woah you seriously upped the graphics of index purger
this is immaculate
I can't play it, except i set settings to very low, but, you know what? I'm making that stuff not even because there are people that would ask for it, nope. I missed the opportunity to make actually more detailed environments in this game because of my computer. Making these is like playing a separate game, and i love it. I was afraid that my toolset wouldn't be able to provide enough optimization (i suck in optimization really), but after testing it out on Bender's PC, i'm kinda more confident with it. Except... There was a time when Bender couldn't play these levels too, the time when i severely fucked up. The time, when Bender had to render 7000 drawcalls (now it's 300-1000, just saying) and i had zero clues about it...
Do not trust that little bastard. Basically, in docs, it is said that it is not represent actual values of your game's performance and that is just fine, all i wanted to get is values of how much drawcalls my location has before starting the game as this thing was designed for that. And, you know what, i thought i'd be able to add some realtime OmniLight with shadows enabled thinking it would be nice because entire location had 1200 drawcalls with them. Of course i didn't test it in game and on top of that i had low lighting quality which disabled shadows for these. But when Bender decided to join the game to test out new things? Oh boy, it was lagging so hard for him and if he wouldn't turn on the debug info panel, i would optimize the completely wrong parts of the game. Luckily the fix is easy, just getting rid of these shadowed lights. However, lights without shadows looks awful and it is even more awful process to make them look good in the given environment which i did a lot of times. So this time i decided to bake lightmaps for all locations. Of course i still had an issue with lightmaps being desaturated as fuck so i had to write a little fix for that, which you can find over here: https://github.com/godotengine/godot/issues/53388
Alright, that's everything i wanted to say. Maybe i forgot something important that i wanted to say, but i'm pretty sure that you are tired reading all that text. Thanks if you've actually been reading it!
It was fun flooding with text
cant read all of it right now, but will read later
looks really good so far
love it
I remember revisiting game levels of Counter-Strike Source and they literally just used 2 half-spheres with different UV scales for their clouds. It is too easy and too fancy to not try out
Sure thing, i wouldn't read this either lol but it's fun to write it
Same lol
I remember looking at commit history couple of times and i still can't believe that can be done by one person
This feels like it would make for an awesome blog post series
If not for a full-blown "development progress"-type video series
That was one of the things i've been thinking about, but i'm still heading into cases when i can spend a month falling down the rabbit hole about which i can't tell much except "Hey guys so for this week i've been suffering of my stupidity...", but now it's getting more stable for sure
is that terrain i see in the distance 👀
Yep! It was tricky to make it work and it is still a bit broken in some bits, but, other than that - it is fully-functional terrain editor by Zylann that would make it possible to make terrain-based level design that would be suitable for m_day0_x rework
woah thats cool
big environments coming soon?
During "visual prototyping"? There is a chance of it for sure, not sure how big they are going to be as the player isn't that fast on his own, gotta find good balance for that
erm what the flip
GMOD without css contet be like
DAMN
I just git pulled and wow
The new loading screen is literally fire
Amazing job whoever made it
Dialogue system's good too!
I know this guy, it's me!
Loading screen has quite a bunch of randomized moments which allow to add certain easter eggs
2 of them related to Bender as this loading screen was literally made on his birthday so i think it's a good gift for him
I know this guy, this is dadaskis :B
I totally forgot to send the tracks of the loading screen
The best gift I've ever received from friends :D
https://store.steampowered.com/app/2743010/Index_Purger_Soundtrack/
*And I also updated this list in steam
But it's not for sale yet *
where can i buy the garage btw
@tardy shard ^^^
All you have to do is dial the phone number ;)
This is unfortunate, i was just going to suggest multithreading location loading as well
It says that F-029-A00-291 doesn't exist in United States of Africa
I had to witness so much wild stuff. It was acting like these creepypasta games. Visible editor meshes, missing collisions, crashes, weird NPC behavior, etc
I thought i've got it working and then... Bender started to have it too, i think SSD changes the way how it works too
- The game's now starting not from m_day1_0_armory, but from m_day0_dialog that has a dialog with "Agent" that describes some plot-related stuff. Earlier, this game has started from m_day0_x locations, but they are now cut because i'd like to rework them.
I liked this one very well, the voice acting sounds like it can go as-is into the final game. Great job!
yea uh i will if you give me a phone capable of dialing a quantum-superpositioned phone number
what's weird though is that it doesn't collapse even when i observe it 🤔
It's hidden in the garage that I'm selling
:(
That's peak business relationship i see over here
@dense oar damn, someone has >100GB repo
https://stackoverflow.com/questions/5613345/how-to-shrink-the-git-folder
Just looking for ways to optimize .git file size as it is getting a bit out of hand on game's repo. Ideally i'd love to leave only one commit in history, but i'm not sure if i'd like to make shallow cloning again
Edit: Optimize it locally
Some gameplay feedback if you don't mind:
-
Aiming is hard
- Weapon "lenses" are not 100% transparent, making it harder to see enemies you're aiming at
- Shooting effects are big and very noisy, making it near-impossible to continuously hold an enemy aimed
- This one may be intentional, but i'll point it out anyway: combination of fog and bright lighting in some spots makes it hard to track enemies in these spots even without the above two
-
Enemies themselves are damn aces at the game
- They shoot as soon as they see you
- They rarely miss
- They move fast
- As a result of the above points:
- A lot of ammo is wasted, resulting in not enough ammo present at all times
- You can't really pick up more from dead bodies because if you leave the place you've been hiding in, you will die 50% of the time
- They damage you badly and often, resulting in need of constant healing, resulting in a defensive "fight style", which, eh, isn't very fun
- A lot of ammo is wasted, resulting in not enough ammo present at all times
-
Also, column probably break a bit too fast. Not 100% on this point, though
Oh and the GPU seems underutilized (10-20%, while CPU is at 50% at least), but i'll need to double-check the settings
Thanks for feedback! I rarely can see the point of view of those who is not that experienced in this one game, but, either way, even Bender may have issues sometimes. I hope to get to the point when i'll be able to balance all these things, because i never spent that much time on actually tweaking it to be nice. Damn, there are even "difficulty" values you can tweak making it possible to make difficulties, but still didn't get to that too. Gonna watch the vid now
GPU seems underutilized
.-.
The vid is nothing more than regular gameplay, just to illustrate my points
What is regular for you has really high value for me!
Shooting effects are big and very noisy
This one went out of control when i introduced physics interpolation. When i made particles, they were small, but once i got this thing turned on, that scaled them up lol
That's an easy fix and should make it better to play
Weapon "lenses" are not 100% transparent, making it harder to see enemies you're aiming at
Agreed! Damn, it's been... quite a time since i did all of that stuff for prototype weapons which still have an issue with this. I'd like to say even AR-100 has a bit of a problem with it too but not as critical as it is in prototypes
This one may be intentional
Maybe i should try playing this game on 640x360
Enemies themselves are damn aces at the game
Light units had a lot of changes over time and damn, they are rubber-banding from being too weak to being current chads lol
Also, column probably break a bit too fast
Yep! I think certain covers break quite fast too. That dynamic stuff is kinda nice but breaking possibility to pick a cover in a map that barely has any feels kinda bad when it breaks too fast
Oh and the GPU seems underutilized (10-20%, while CPU is at 50% at least), but i'll need to double-check the settings
That's what is breaking my mind. I have absolutely no clue how does performance work in this game
Btw PDW-12's recoil IS CRAZY .-.
I had to rework recoil for weapons one time and since then i didn't touch the values that much, but what happens in PDW-12, for a gun that is supposed to have zero recoil is crazy, maybe i should try going through minimal balancing for this time
Btw what's your screen resolution?
Aiming is hard
Gonna fix that too
Thanks for playing, it was interesting to see this game being actually one where you need to use cover, because when i play it they seem to be not that useful, maybe that was the reason why did i set these low values but now i understand that's a bad thing
You've given me 5 tasks to do, yay
1280x1024
at least windows recommends it and with it i have correct ratio
Now i wonder what's your specs because it runs so damn good .-.
16gb ram, rtx 3060, ryzen 7 5800x
damn
I'm sorry for those whose PCs may get burned up if that game runs too fast for them
Overoptimization is evil and this game ain't that optimized yet
Yes, I have problems with NPCs, but I'm already used to all this and I love them. They challenge me all the time. Of course, we need to find a middle ground. If the NPCs are made too light, then there will be no interest in destroying them
Yep and that's why it is freaking me out, probably we need difficulties already
Like if you actually sign for shit and suffer, there is no flaw from my side... right?
By the way, I've been using the "manic" perk lately. As for me, he is very good in today's conditions
Manic? Man we need to turn this thing to DarkRP
Lol alright, i've not balanced perks that much, mainly i thought of potential ones to make and did some basic values to check how's it going to feel like
If we are really talking about balance of this game at this day it is nothing but chaotic warmpit
Sure big brother...
I'm talking about the behavior of the enemy today, not the balance of privilege
m_day1_3 be like
When CQB actually stands for Corner-Quarters Battle
[0] :: Add elenakrittik to credits
[1] :: Fix settings "Cancel" that doesn't reset the panel
[2] :: Red sine-wave background for changed settings panel
[3] :: Secret achievements
[4] :: B-Day and B-Here achievements
[5] :: Fix damn petitions
[6] :: Lower scale of shooting particles
[7] :: Viewmodel option to scale barrel end particles
[8] :: Make weapon lenses more transparent
[9] :: Make aiming easier
[10] :: Minimal balancing of player weapons
[11] :: Minimal balancing of enemies
[12] :: Check injector
[13] :: Try playing on 640x360 and tweak visuals of the locations to make it easier to track enemies
[14] :: m_day1_1 - make it harder to break covers
Little tweaks, it was fun playing on 640x360, i guess it's a good resolution to test on to see if volumetrics/smoke/fog are over the top
Wait there's GAMEPLAY?
Yes
yes!!1!11
Yea i think this is the best way to go
It's never really possible to accommodate ALL players with a single difficulty level, there will always he those who need weaker enemies and those who want enemies to torture them
What do you think about controlling enemies' stats via JSON files, kind of like Atomic Heart does it?
Main benefit that i see is ease of balancing
But it'll also allow players to tweak values themselves, without relying on devs
Not sure if it's technically feasible though
Or just leave the players to suffer
@steady maple
Finally had time to properly read through the long text
it was really nice and interesting
personally id really like to see more info on LocationChunk
cool to know both of us did our clouds in same ways as well!
@dense oar @tardy shard made a little thing today, it has 19 tabs but i wouldn't ping you just because of that, it has something related to topic of our conversation
So, firstly, @tardy shard, you might find it interesting to be able to tweak weapons for your liking, and about weapons i mean your ones. Sorry for too much parameters to tweak, any questions in DMs
@dense oar there are settings for NPCs too. The reason i wouldn't go for JSON because i'd like to get changes as soon as possible inside of game. From editor, i can even save changed version of resource directly as editor's file
Just saying that stuff isn't that perfect.
If you want to get changes working on weapons, you have to "update" it, usually by picking up. Now the game has ability to drop your weapons by pressing [Y] but you can change it for your liking too.
If you want to get changes on NPCs, the fastest way is to spawn them with that menu because spawning through this menu makes them go through initialization that usually happens during loading screen
To use this menu write dev_menu in console. If you want to "bind" this command on your keyboard to make it easier to use it, try dev_bind dev_menu and press a key to assign for it
Thanks for reading!
I may write something about it once i'll actually use it outside of testing grounds. It is fully functional, but who knows if it is complete
Good old ways
Ooh alrighty
no problem, it was really interesting
[0] :: NodeKit - Add UI controls to node favorite list
[1] :: Player weapon drop
[2] :: Developer menu
Not that much of a progress for today
Not really because i'm a fucked person...
But it was a fun day
normal godot workaround moment
Are you saying that I can now port weapons without you?
the final boss
wooohoooo
dead chat gaming 
Are you sure about that
Yes
Mafia 2 moment
been so long since ive seen this active!
Pew Pew
yes? ;p
really good graphics!
@dense oar @dense oar @dense oar @dense oar @dense oar @dense oar @dense oar @dense oar
A lot of @dense oar @dense oar :D
aaaaaaaaaaaaaa
pew pew!
@steady maple what style is your game because i love it
and i want to model guns like that
Surrealistic, tacticool, absurd dystopian satire that is resembling the old shooters like Half-Life 2
It's actually easy, you can just use a side photo of the gun as a reference for blockout (rough shapes to get sizes right), then you can just look at modified guns (Tarkov has plenty of that stuff, but there are even more weapon blogs if you wish) and just make it all. Main thing that you should totally try is using "Bool Tool" addon (available with Blender, just enable it in preferences) and try to make things non-destructive way (use "Brush" booleans, not "Auto")
If you wanna texture it all, i highly recommend Substance Painter
Why are the UI buttons not more towards the right edge of the screen?
I found that positioning to be comfortable for myself
Set in a dystopian alternate history, "Index: Purger" is a dynamic, fast-paced first-person shooter where you play as an elite "Omega Security" mercenary, battling through intense, chaotic combat scenarios. With an expansive array of equipment and perks, you can create your own unique approach to the chaos and dominate your enemies. When not on ...
To be announced
You can play the game here
I know nobody cares anyway, just having fun with sending that stuff here
linux rights? 💪
what's mall purger
NO LINUX 💀
Ancient code name of the project that was changed over better variant. Basically the first export of the game
Ultimate placeholder-ed action
thanks
going to probably play half life 2 again
@steady maple You have used godot a lot would you say with godot 4 and onwards the graphical capabilities are good
Godot 4 made the 3D pipeline better but i cannot say for sure because, well, Index: Purger is using Godot 3 for everything (before you ask, it is impossible to easily update it to Godot 4 because everything breaks). I'd say that local specialists in Godot 4 graphics are @silk egret and @cinder wagon as they are using pretty much a lot of 3D features of Godot 4
Yea i tried upgrading a godot project to 4 and it didnt really work well I have kind of dabbled with 4 and 3d but not really
so i was wondering
I wish I could offer some perspective, I'm leaning into stylized graphics to play around my skill and lack of in certain areas. I have like, no experience with Godot 3, but if there's something you're wondering about I may have touched it once. Character animations are ethe area I've explored the least and are coming up pretty soon now that just about everything else is kinda situated.
Though I appreciate that a lot, I just like blending simple tricks! I've always hoped to be able to make models and textures like what I see in your project one day
Yeah i think Kai just have questions about Godot 4 3D
yea
I can try to help find an answer, yeah
In my opinion Godot generally has got decent 3D starting from 3.x branch, 4.x enhanced it with some modern stuff. In 4.x, you can...
- Do occlusion culling basically automatically, which is impossible in 3.x
- Better lightmaps
- Better lighting
- Volumetric fog
- More screen-space effects like screen-space global illumination
- And the list goes on
If you want to make high-definition graphics and you don't really care about optimization as much, Godot 4 has everything you need
Yea i guess
"So you say Godot 4 is less optimized"
Nah, just wanted to say all these new things are costy enough, but they look amazing though. I think it is possible to get more framerate on Godot 4 if i would transfer Purger in there, but i guess i'm not sure about that yet
TNP had a lot of issues with Godot 4 and one of them is, probably, related to Godot Physics
People actively switching over Jolt Physics because it is just better
I feel like people had less issues in Godot 3 which used Bullet Physics as default one
Also i think Godot 4 needs for about a year to get similar stability as 3.x
I mean now that I do think of it Godot is open source so I can change the graphics engine to suit my needs
For now, 4.x is a chaotic place
Yea it will
I remember laughing off the news article which said that a lot of shaders are gonna break in the next update
Even though i respect the performance boost they are getting there, damn, these guys really need to stop ruining stuff and provide more tools to recover projects
Like, i feel like they actually could get better converter from 3.x to 4.x if they had someone interested in that
But you can guess that nobody has interest in that kind of stuff, so, hey, now we have all 3.x projects in trash
Its really sad that nobody would be interested in that
i think gd4 3D viability rn largely depends on the project
some games are a bit more conducive than others to the shortcomings or the plusses of Godot 4
That can be said about Godot 3 really
for sure
Like, i still meet people that do not believe that Index: Purger is made on Godot 3
I think it's a good thing because, well, Godot gives you a freedom to define your visual rules
lol idk why, polish is polish
The only thing though, novices most likely may get lost and, yeah, misuse that freedom and think that Godot is shitty
I love how Cruelty Squad used non-HDR depth maps in 2 ways:
- Massive performance boost
- Visual... enhancement!
Kinda sad that is impossible to replicate in Godot 4
ive been pinged
absolutely
Godot is the type of game engine where the only limitations is creativity
Especially when you get your hands on source code and GDExtensions!
In terms of graphics, almost anything is possible
Id say its relatively easy to make photorealistic things in godot
Especially with the new HDDAGI feature thats coming soon, which will allow real-time global illumination even faster than SDFGI
how far you can take the graphics largely depends on the specs of the computer you use and your target playerbase though
thats really good to know
if you're interested in some fancy shaders, check out https://godotshaders.com/
That website has shaders ranging from stylized outlines, to realistic lens flares
ikr
unrelated to the thread i apologize, just saw something interesting i guess
i don’t recommend using g4’s sdfgi until it gets its upgrade to hddagi
the performance of it is quite unstable
Agreed
VoxelGI is a better alternative for now until HDDAGI is added
or even just lightmaps
i am team lightmaps
im team voxelgi (because lightmaps freeze my computer 😭)
😔
lightmaps in godot still need a lot of work in general imo but for now i cope
especially since my 3d projects aren’t that serious
meanwhile voxelgi looks good and just works provided your scene is small enough
my main issue with it is that it really struggles with complex scenes
quite unfortunate for the game I was attempting to use it on
3.x ones are horrible, but i found a way to use them... without indirect lighting on dynamic objects and without indirect lighting in general. Uh oh, i guess
yeah i remember seeing a thread on all the things still needing to be worked out
i sometimes wonder the viability of baking lightmaps using an external tool outside the engine for cases like this
never tried, and don’t know too much about doing that though
I tried to check it out and... Well Blender's Cycles engine ain't that great because too slow for good result. Marmoset maybe? Not sure how to automize Marmoset though. And... Well making your own lightmapper like Lawnjelly did
is that why IP is so dark
literally, lol
Nah, i use more OmniLight-s to fake global illumination. It is dark because of personal preference
Btw dude this ain't dark!
Okay fair lol
funnily enough, it turned 1 year old about 2 months ago
slightly iffed by it, but i do actually like that they're breaking more stuff
because, i've already been told that stuff will break between minor versions
Sorry, had to clarify that it needs one more year for sure, but that's a rough guess, i feel like they will always change it in ways like that
and the devs release bugfix builds for those who don't want to switch
i'll take your word for it, i like the engine as it is now
only problem is the SDFGI, which you agreed here is kinda just bad
and honestly i can work around that
I mean, same, otherwise i would drop the project... Except there are problems that annoy me quite much like slow filesystem that takes 3 minutes to import a new file. But i guess it's fine
since you're using godot 3, again, i'll have to take your word for it
i haven't had many problems on my side
I'm surprised that Godot is actually the best *game* engine i have used yet, because it was an amazing experience to make a game with it
I guess i have a problem like using engines for too long in quirky ways to the point when i start to hate the used engine lol
If that project would be smaller, i wouldn't even have a half of these problems
But honestly, i won't be surprised if i will fix it somehow...
Like, completely rewriting the game in a way to use .game_export files in runtime and make them invisible for the editor
Which is actually possible because Godot's file system seem to ignore ANY folders that start with a dot
Like .godot, .import, .git, etc
Damn did i just discover one more nonsensical rabbit hole to jump into
Actually that may be possible, like...
Instead of naive storage of all textures in Godot's file system, just generate .PCKs alone with all the textures needed for it
Still that would be nicer to have some kind of comfortable way to store and edit it
Resources are a part of the Godot right from the start (i think 2.x definitely has them, maybe 1.x). I'm heavily utilizing it for many things, but they are not saving the file system from even more lengthy scanning
There are 66335 files in the folder of this project, 37975 files may be scanned by the file system
If you save more and more resources, they are going to be unique files that will be eventually scanned by the file system
The only way to fix this issue is to use less files, which eventually leads to 2 variants:
- Moving out storage of assets to some kind of external way, that won't require scanning of the file system
- Experiment with .PCK and Godot Editor virtual filesystem
With all respect to Lawnjelly that is the only Godot team member that is working on 3.x branch, i don't think he will ever optimize the file system to the point when it'll be instant again
Unless he'll get overly obsessed with this idea
If you try calling ProjectSettings.load_resource_pack() in editor, that will return false value all the time, so the second option is obsolete
You know @steady maple I just thought about it godot is quite powerful because you have games built of a 20 year old engine like apex legends which looks great (apex would be heavily modified though) and Gmod (which isnt heavily modified) and Gmod still can look great
topic from yesterday
Garry's Mod uses it's own branch of Source Engine so i think they had to heavily modify it themselves
Well either way it's always about the person that is using the tool rather than about the tool itself
the base engine
20 years of updates with access to source code that you are forced to modify one way or another
yea. I still find it amazing that a 20 year old engine is able to produce such high quality products
yea
must be hell modifying the Source engine
Well, yeah, might be similar to editing Godot's source code except you'll have to deal with some ancient proprietary architecture and stuff
yea lol
Damn maybe i'll get my hands on Godot's source code one day, just trying to edit some small thing at least, you know
yea. I would also love to edit godots code. I just need to learn it
This looks awesome!
Thanks!
1816 -> 592, wow
At least someone noticed that!
wait what does this server have a starboard
I've not seen one yet
How long does it take to model that gun
and is it high poly or low poly
and how long did it take to learn how to model like that
I just want to know if its hard to do or detailed or if the texture is the mainly detailed part
As far as I know, it took about 3 days to create the entire arsenal
low poly
How long did it take to learn?
I started modeling my first weapon without a tutorial
but i mean i havent watched many
so i am just trying
I don't know that. I will say that Dadaskis started creating models quite a long time ago (4 years or more)
Personally, I started with a donut, after a day or two I already made my first gun (without textures and animations)
Of course, under the guidance of Dadaskis
is that your first
???
Yes
Wow it looks amazing
I made it in January
Ty :D
I should go back to the donut tutorial
Did the donut tutorial help
with making that
I would recommend starting with a donut. This is necessary to understand the interface, hotkeys, etc. No, it's not necessary, but still
Here are some tips:
-
Follow the structure
It is worth dividing the stages. For example, I have ~5 stages
: stage 1 - creating geometry, using the bool tool
, stage 2 - using the bool tool, cleaning the grid
, stage 3 - Creating uv
, etc. -
Find a mentor
Yes, it can give a crazy boost to learning. Without Danila, I wouldn't even be able to make a stick. -
Use the reference
Yes, just take and create the geometry from the photo -
Use the bool tool
It is very convenient, all kinds of holes and much more. In fact, there are different workflows
Yes, to understand the program interface and some functions
thanks
Yoo a Mauser!
Looks good
I think I found your reference lol
A little more 😅
Ty :D
I made this one from scratch in maybe 6 hours. That includes the geometry, textures, animations, sounds
Sadly, definitions of "high poly" and "low poly" vary between projects. In this project, i would consider it to be "low-poly" for viewmodels.
It is worth to mention that this model (like any other viewmodel) has too high polycount for NPC weapons, so that's why i make an alternative variation of that model for NPCs specifically to lower polycount.
The gun itself consists of 23,808 triangles, mainly because it has a lot of expensive parts like visible ammo, some internals, etc
I think i've started working with weapons like that for about 4 years ago, not on professional level of course, just a funky hobby. I don't think it is hard to master this kind of stuff in short-term (as Bender has already written that)
If you want to get detailed texture, you may need to get detailed geometry first to get nicer baking results. In other words, detailing of both geometry and texture should be prioritized
I'd correct that info a bit, 4-5 days. It doesn't take too long, really, and it is fun
That is basically a blockout of the gun, it may need some other stuff like trigger, but it can already be used to go for detailing and etc. Starting from that moment, you will need to use a lot of references to see the gun from all sides to recreate detail. I will always recommend using PureRef in this case
You can tell how shocked i was when i've seen that gun
@tardy shard короче давай
Наворачивать упущенное
Давай поговорим об какой-нибудь хуйне
Не знаю, как там погода?
F[etyyfz gjujlf
Ахуенная погода, видишь солнце?
XD
I imagine that happens quite a bit if you need to switch keyboards 😄
When the keyboards aint keyboarding
Как там Иван поживает 💀
Да, я плавлюсь
I envy Stalker devs for mastering the skill of switching between languages
Он жив... пока что
Is it hot in Russia or whereever you are?
Belarus? Yep, higher than 26C* which feel kinda terrible locally
Damn!
What are the isual temperatures?
If anyone wants context: We had conversation at progress dump during which i realized that if there are no mods in the thread, there is a possibility for nerd-y anarchy
I mean, 20-23 during that time period were the norm. Now it's getting hotter
Yeah
Climate change 😦
This ain't the apocalypse i imagined
You know, nuclear chaos, raiders, zombies, all that bullshit
Not becoming a literal cheese that was put into microwave by some kids to experiment around
Yeah I mean if I remember correctly it will just get more extreme swings over time
So you have freezing cold to melting hot
Which causes floods and shit
But yeah I agree its not as "cool" as a zombie apocalypse
Jokes on you, earlier we had actually freezing cold. We had a lot of snow. -18C*, etc. Now? Damn, we had to meet the new year without snow for couple of times already
Someone gotta change that, someone gotta fuck up the situation!.. Actually wait that is not a great idea
I've not seen Mad Max with zombie hoards yet
Sounds fun
I've optimized the graphics of the game and now it runs very, very well!
Thank you for bringing fps back
I think it would be more helpful for others if you provide more details on what you did to "optimize the graphics" 😅
I did the trick named "Blast from the Past"!
https://drive.google.com/drive/folders/15yD1Nxnd3DfjN8Kjk8kbAG2l07hGBkcv?usp=sharing
Jokes aside, these screenshots were taken back at times of Build 4, just earlier version of the game. But you gotta agree that game runs better if it has less shit to process!
PROGRESSION
💀
After Build 4 exporting took 15 minutes and i had plenty of export-related bugs, so that's where the early builds end :(
Damn that would be fun to make the rest of the builds later
.ZIP of the new version is about ~2 GB
6 times bigger than build 4, i had no plans like that :(
I wasn't in the plans either ;)
We love to cry
biggie file
Nice hands!
Yea i wish they were mine I used the built in vr plugin
Probably i should post something in this thread... Working on optimization of scripted nodes count
It was there
yea
Lol i guess it's good to have them anyway
still learning gd script so not that good at understanding it but prob
yea
getting temp models so i can make a weapon
Basically that is an optimization of CPU usage, if you have too much nodes with scripts assigned to them, that may cause an overhead
https://media.discordapp.net/attachments/1187505541283594360/1243659163234734130/image.png?ex=6658361a&is=6656e49a&hm=67e34300ca46b5a929298f8e897e9581abe2bf3e9773ffbea850ab393900b625&=&format=webp&quality=lossless
https://media.discordapp.net/attachments/1187505541283594360/1244322992079769627/image.png?ex=6658a617&is=66575497&hm=db03b1e0bf49581c6dc556635a3781ac3b7d0f2ab9934d2839c9cf90a3e6ceb5&=&format=webp&quality=lossless&width=1144&height=671
I've written a console command that would analyze each node in scene and check some info. For example, at the bottom of console you can see the amount of scripts. The top screenshot shows m_day1_1 location before optimization of HitBody, and the bottom one is after optimization of it
There are still moments that i would like to fix up
Oh k
Got all my temp assets to try and make the game a game
got a random npc off of sketchfab
thats why it says all of that
well ue4 storm trooper
Yay NPCs!
lol yea im kinda scared to do them
They are hard to do, really, but you'll learn more from actions right
Try just making capsules with pathfinding (nav-mesh) and basic logic, it's easy and can make it easier to understand the process
! yay
One of my first times stitching a texture together
Beez would appreciate that
Who is Beez
One of my friends that is obsessed with procedural texturing in Blender
oh cool
Uhhhh
uhhh
Hmmmmm i just did it
it works
so if it aint broke dont fix it
this hellish thing works
This usually gives a slightly different result
Oh yea I see
it took 40 mins and i just left it
Why does this model look so damn good
My thing is weird and says its not saving when i add collisions yet it does
Yep, usually i use automatic weights and then i fix up some parts like fingers
Hello, comrades 🫡
Today I have made several changes to the balance sheet, which I will propose to Dadaskis. There are also small changes in the animation of some weapons
You can also see the changes I've made
That looks cool
While Bender works on amazing stuff, i have bugs like that lol
i can almost believe that's intentional
my brain immediately draws cyberpunk-like text transformation animations (when e.g. the characters speak spanish and the text is translated on-the-fly)
I had no intention to do so, but now i know how to replicate. Basically, i started the game from a_prop_polygon that has a ST that starts "operation start info HUD". Then, i changed over m_day1_1 that also has this ST, and, for some reason, a_prop_polygon's ST still works. As result, 2 STs simultaneously fill the HUD text and that results in... that
I regret planning to make my game vr 😢
Physics is hell
otherwise everything is amazing
These can be tricky, but you learn things fast the hard way, right?
yea, i just wish there was a easier way to ad physics to hands
@steady maple Is there a story for Index: Purger?
Do you mean is there a storyline in index purger? Or the history of the project itself?
Is the a story
Kai likely means "storyline"
Of course there is! The index world also has its own alternative history! I don't want to reveal all the cards, it's worth waiting for dadaskis for a more complete answer
Ty ;)
Yea
Ok
Cool
where is it set?
How does the player get information about the world, the index is 0?
There are a couple of storytelling tools. From non-player characters, from which you can extract a phrase, to all kinds of dialogues, environments, etc. Perhaps in the future there will be a note format that will reveal small details
Of course, many details are being finalized.
For example, in "build 5" you took a ride on a train, where you were able to meet a couple of interesting characters. As a result, you came across an "Agent" who gave you a new assignment as a mercenary
*I want to point out that I have omitted many details. For example, the fact that a certain backstory was told on the train. Now these places have been cut out for correction
nooo like what country
is is it set
in
but yea thats good idea
Index ;)
list_of_countries[0]
I hope that @steady maple won't send me to Siberia 
there will be a quest to locate person named Bender and deport him to siberia
Lmao
Yep. You are playing as a mercenary of Omega Security, an elite security company founded by "Alpha Industries" executives and "The Get-Inn Mall" owners.
There is a lot of lore to talk about, but all you need to know that there was a nuclear war that ultimately destroyed all existing governments. Scientists that are known as "Index Institute" literally revived the humanity by making bio-techological modifications (and variety of other technologies) in order to make it possible to survive in new, radioactive environment.
At start, Index-0 was supposed to be one of the many cityscapes, however as it turns out, there aren't as much of land that would be useful for building a city due to hazardous environments. As result, Index-0 became a huge, cluttered cityscape in which nobody would like to visit the "wasteland". People of Index-0 do not remember about the past (that is usually mentioned as "The Old World") and each citizen of Index-0 usually has an auto-generated ID instead of a name. True citizen of Index-0 would not try to find any external sources (like books) to learn more about the past. All citizens have to work in order to maintain the Index-0.
When Index-0 was only created, there were multiple parties that had different political views on how to organize the management of limited resources that The Earth currently has, however, that ended up with "The War of Parties". After the end of this war, the "Control Center of Index-0" was made to resolve all the problems, becoming a shady corporate regime that nobody can truly blame.
Story may still change because there are still moments to think about, but i think it's a good basis to make a story of 00::A008
As i said, "countries" in the world of this game are practically non-existant (however they could be mentioned by people that actually attempted to learn about The Old World). If you'd still force me to take certain real country... Maybe USA (i love making fun of USA, sorry), maybe some of the countries of Europe
We have free healthcare in most of europe so this most likely wouldnt happen here (unlike in the us) /hj
All they had to do was making a free healthcare
func freeze_ragdoll():
if is_frozen:
return
var pose_transforms: = {}
var pose_origins: = {}
is_frozen = true
var index = 0
for child in get_children():
if child is PhysicalBone:
var bone_id = child.get_bone_id()
var child_transform: = child.transform as Transform
pose_transforms[bone_id] = child_transform
pose_origins[bone_id] = child.global_transform.origin
physical_bones_stop_simulation()
reset_physics_interpolation()
transform = Transform.IDENTITY
for bone_id in pose_transforms.keys():
var pose = pose_transforms[bone_id]
pose.origin = pose_origins[bone_id]
set_bone_global_pose_override(
bone_id, pose, 1.0, true
)
still stressed
#1142830936736669796
#1227344475458764894
I kinda expected it to be unreadable
Yo, that's really cool!
It was so problematic to make players understand what is usable and what is it even
Alright, you see a control panel but what is it and what it does?
So yeah, i hope that'll make it easier
As well as make it easier to understand which dead bodies were looted and which were not
I would suggest making the colors be of an enum type. It doesnt really matter but it makes it easier to have exactly the same colors for same types (hp pickups, weapons etc.)
Or resource in the file manager?
Thanks for suggestions, maybe i'll think about that
For the time being there are only 2 colors that i'll ultimately use, and these are red/green for the second text. I wouldn't touch the first text (but still will provide possibility to set colors)
In this case red/green are automatically controlled by ST_PropMedkit, so i won't have to even care as much and probably just use red
Lol i guess i've added these color exports because i could do that, interesting
Gotta ask, how do you make/find such incredible assets?
Looks great! If you would like any additional development help, I would love to work on this project. I am a developer exprienced in all aspects of game design, multiplayer, ai, animation, and all other gameplay systems. Reguardless! Looking forward to see more progress on this 🙂 I will buy.