#Alpine Faction

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brave crown
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Huh? O.o

desert crown
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One second

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ill show it off

brave crown
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oh wait, if the ammo pickup would exceed your max ammo at the time you pick it up, you get less from it because you dont have room. is that what you mean?

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that would happen if you were mid reload but not yet at the point in the reload where the ammo count changes

desert crown
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i don't think thats it

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because it happens in caves, with the smg, when you are 100% below the cap

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you can also go up above 16 ammo in admin

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like that is not the cap

brave crown
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hm. Can you record it in a time you're not undercover

desert crown
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sure hang on

brave crown
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the undercover state changes a bunch of weird stuff that i dont fully know about yet

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so somewhere else would be more reliable

desert crown
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you would need to have 90 ammo to go back to 60 lol

wraith comet
brave crown
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@crude oyster did you want to give the new lighting a try and see how it may impact maps with huge meshes?

(also I wouldn't hate it if you'd give the RED texture subdirectory support and the other RED fixes I've implemented a try too)

desert crown
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I have to wonder

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You think they tried to retro fit the option the cancelled it

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unless it was just

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good continuity

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to have the guns there

brave crown
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there was a lot cut/changed from that section

desert crown
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but stealth was definitely the first option

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which they backtracked for medlabs

brave crown
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there's an elevator in L6S3 for example that has load level events rigged up but inaccessible

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there's definitely stuff they had planned and either cut or changed fairly hastily

desert crown
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so i just wonder if, they thought about it

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as in, reapplying the lack of stealth as an option

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and just never comitted

crude oyster
gaunt lotus
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i'm not sure that the weapons in that area not being grabable is actually a bug though

desert crown
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thats what i mean

gaunt lotus
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it makes some design sense to have them in the armory for $lore and not allow the player to take them

desert crown
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i wonder if it was just good continuity

brave crown
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I wouldn't describe it as a bug, but I think it's a pretty good bet that there was something in the hopper about being able to exit stealth and take them

You could be right though

brave crown
gaunt lotus
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for that kind of thing i don't know if we'd ever have a way to determine a) was it a mistake or b) did they want the meshes in there to "tease" the player and just not allow them to take them?

desert crown
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i mean it is a bit of a tease ๐Ÿ˜‚

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to be fair

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its kind of ok on the 3rd level

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idk if most people realised but once you get the enviro armour back on you can just go back and pick up the AR from the security room

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but ofc, its just a replica of the first 2 levels so, its probable just a copy paste

wraith comet
gaunt lotus
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team prop vs team bug conspiracy

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the truth is that john slagel fucked that map up in the code just to fuck with everyone

desert crown
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imagine ๐Ÿ˜‚

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I am choosing to believe in the retro fit

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But also the continuity

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it was already planned but im 100% sure once they'd decided force steahlth was bad they atleast thought about retro fitting the option

thorny pumice
# desert crown

The ammo count actually goes a little weird when you walk over it, so you do pick it up and the ammo count goes up correctly, but I suspect you're being caught by a timing/math issue.

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I.E.

You have 20 capacity in your clip when you press reload, The game checks you have ammo and what you would drop down to if you complete the reload, begins the reload animation... you pickup ammo midway through fine, then the game says "Reload complete", apply the ammo figure from the start of the reload animation.

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It's not re-calculating the new numbers after picking up the ammo, so you used 44 bullets in the process of reloading 20 into the chamber.

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Which just so happens to be the amount you picked up.

@brave crown I think that's the issue, above

desert crown
brave crown
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well this is interesting... I'm not sure how those screens are doing fullbright but it seems like theres at least 2 different ways to do it on meshes ๐Ÿ˜› Those blue pieces are fullbright and work, but the screens don't work O.o

brave crown
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to confirm @desert crown that video was on v1.2.2 yes?

desert crown
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both the admin one and the caverns

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both 1.2.2

thorny pumice
desert crown
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i don't see how that affects anything given it doesn't apply to the alt fire

thorny pumice
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Either way, numbers wise I'm 99% confident it's due to the time it calculates is ahead of the pickup.

thorny pumice
desert crown
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its just extremely inconsistent, except for the undercover, that one is constant

thorny pumice
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One other thing, probably not, but it could be just a display issue? If you fire some more bullets and do a reload do the numbers jump?

desert crown
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no

brave crown
brave crown
desert crown
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i mean i personally love the little bounces the broken pillar does ๐Ÿ˜

brave crown
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lol

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i mean its kinda dorky, but it's using the stock game's physics for separated solids haha

desert crown
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๐Ÿ˜›

brave crown
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I didnt change that part, I just modified it so it applies to RF2-style geo (geoable brushes) rather than elements of the main world

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I'm super thrilled with out well the fragmenting of breakable detail brushes works

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real-time fragmenting of brushes the mapper put in the level is pretty great

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those little spheres on the ground are brushes made in RED, not meshes from Blender, in case that wasn't totally clear :p

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it's not pre-built debris

desert crown
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i know that ๐Ÿ˜„

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but maybe others don't Prayge

brave crown
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I really need some testers for these features - they're currently separate but obviously will eventually be merged. Need to be on the lookout for any unexpected weirdness in either MP or SP

to note - the lights and shadows are d3d11 only.

For the lights, just ensure you have r_meshlighting turned on. I'd suggest also turning r_fullbright off, if you have it on

For the shadows, here are the config settings:
r_shadowquality 0-5
r_shadowdistance 0-5
r_shadowitems
r_shadowcorpses

If you notice anything strange please let me know. I want these to be solid before they're merged into the main Alpine ๐Ÿ™‚

wraith comet
boreal ether
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Hmm is there an invisible apc there? its still to come through the door. shadow looks like it

brave crown
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๐Ÿ˜ฎ

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There is one there but it's hidden. Interesting that the shadow filter is picking it up

boreal ether
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settings are set at 5 for r_shadowdistance r_shadowquality

brave crown
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thx

boreal ether
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also when you pick up bodies, the corpse shadow still remains until you throw it down

brave crown
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thx, appreciate the feedback, will look into those

silk tinsel
boreal ether
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turret heads appear darker?

brave crown
boreal ether
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same with CCTV camera

brave crown
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the camera entity you mean?

boreal ether
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yeh

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awe man no shadow on this guy

brave crown
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he's too far off the ground :p

boreal ether
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had issue clipping into sub while exit, working now though.

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also sub interior at teh bottom is out of frame?

brave crown
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that's not related to the shadows - it does happen sometimes anyway based on the direction the sub is pointing. Is an annoying issue that should be fixed at some point though

brave crown
boreal ether
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level far clip is screwed ?

brave crown
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oh thats interesting

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hm

boreal ether
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appears on while on the inside and outside of sub

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cutscene shadow remains after scene

brave crown
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thats probably the same as the APC - entities are still there but hidden

boreal ether
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split shadow on jeep, dont think there is anything you can do with that though

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also noticed a not critical bug while in heehoo mode, shoot then push crouch put the gun in a cycle loop

brave crown
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thats interesting lol

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wait hang on

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i think youre out of the level there

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the ammo isnt going down

boreal ether
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does it with other weapons

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something to do with heehoo, no really an issue im insdie the level when it happens

glacial storm
brave crown
glacial storm
brave crown
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@crude oyster FYI ^

desert crown
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there's a mesh in your holes

brave crown
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RED's geometry tools annoy me regularly :p

desert crown
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so what am i missing here, is there a reason we're just deleting faces and making holes? ๐Ÿ˜›

brave crown
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every one of the tools I use in this video (other than moving verticies) didn't exist before now

desert crown
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ohhhh

brave crown
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face delete, delete ext, split, flip normals, and vertex delete and bridge

desert crown
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so its not the purpose to delete and make holes?

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XD

brave crown
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well it could be depending on what you're doing

desert crown
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can we turn RED into Blender thanks

brave crown
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creating holes in air brushes probably not lol

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but creating holes in detail brushes used for terrain or objects or whatever could be very useful

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there have been many times working with strange geometry (like when doing terrain in Kava) where I wanted tools like this

desert crown
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i do think these tools will be of very special interest to @burnt parcel

brave crown
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I expect so :p

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if there are other like basic geometry operations that could be added to face/vertex mode and would be extremely useful too, let me know

desert crown
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could you add the functionality for the double tap of G to slide vertices kekekw

brave crown
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from a programatic perspective this isnt super difficult, but for a mapper they can save hours of work, or make things possible that weren't before

desert crown
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hang on

brave crown
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isn't that extrude

desert crown
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nah one second

brave crown
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i also definitely want to implement brush mirroring at this point, ironically finding space on the bridge mode panel is the hardest part of that at this point lol

burnt parcel
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This is very cool. Gives way more control

desert crown
burnt parcel
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Also if I ever get mad at my design, I can just punch a hole in my level on purpose biggrin

desert crown
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when you double tap G, it allows you to drag vertices between other vertices, with snapping and vertex merging on, it replaces/joins the vertices together

brave crown
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so it's axis-aligned movement plus merging verticies that occupy the same location?

desert crown
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yeah

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you'd need to turn on vertex merging in blender to do it

burnt parcel
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Its more than axis

desert crown
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its between whatever vertex its between

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so it can go in whatever direction, towards the vertex you move the mouse to

burnt parcel
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Its local axis of each vert, so it holds its local vert shape

brave crown
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oh I see

desert crown
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uhh

brave crown
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but wait, excluding the vertex merging piece because that's separate, can't you already do that in red with local coords? ๐Ÿ˜ฎ

burnt parcel
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If you have a 45 degree angle, it will let you push and pull a vert along one of its lines

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Yes

desert crown
burnt parcel
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The double tap g thing is just super convenient. It auto selects local axis and merges verts that overlap

desert crown
burnt parcel
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Honestly, just having the basic controls like you have done enables all of that manually. We didn't have as many choices before, so big big win

desert crown
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^^

brave crown
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yeah im far more concerned with functionality currently rather than hotkeys ๐Ÿ˜› those are (comparatively) dead simple and can be done at any time. Plus my long-term goal is to allow hotkeys to be customized anyway :p

desert crown
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sorry ๐Ÿ˜›

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it was the first thing that came to mind when it comes to movement because its so much smoother to do that in blender than in RED

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Edge Slide is the same thing but for edges over vertices

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can move it in the directions between its neighbouring edges

wraith comet
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I was actually meaning to do that for a long time, but you finally have given me the ability to do so with the amazing work you and everyone else has been doing lately.

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Will also be working on finally fixing the silencer mesh.

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What would be the best way to contribute them? Would they work fine if they were drop-in replacements like some other fixes we have, would they need to be swapped in if using big hud/widescreen resolutions, or make them a mod instead of part of Alpine?

brave crown
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My judgement on that will depend mostly on what's involved in them. If they're just fixed mesh files and are compatible and fully functional on all resolutions and such probably package them. If they're a fix for widescreen for example but don't work right for 4:3, they should be a mod

Best thing to do is just do them up and then we'll talk about the best distribution method at that point ๐Ÿ™‚

wraith comet
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Roger dodger. Will get on that once I finish my Sven project. Or at least am basically finished.

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Redux is insanely useful, might I add. You just spurred me into finally learning Blender properly.

brave crown
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Awesome!

And yeah im happy with where REDUX is for sure. I plan to use it pretty extensively in the near future too on RF2 ports, now that RF2-style geo and breakable brushes are merged into Alpine for RFL v304

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side note - geomod is WAY more accessible for mappers now because of that. Even super complex maps can now utilize geo in limited areas without any real crash/performance concerns, which was why it was shied away from historically

wraith comet
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It might honestly be one of the easiest command line tools I have used.

brave crown
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for multiple anims, I'll probably just make it accept a text file with anim filenames, one per line

wraith comet
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Let me ping you in my thread for some more info on how it's factored into my workflow without gunking up here with an unrelated topic.

wraith comet
gaunt lotus
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uhh hello i am on the board for multiple Big Gunk vendors and we are lobbying for more chaos

boreal ether
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hey while your at it goober, you can fix the bend tool so i bends to a mirror like position that stays on grid.

wraith comet
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I'm excited to try out the new stuff. RF2 geo-mod will be a huge boon if used right by mappers.

brave crown
crude oyster
gaunt lotus
brave crown
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you could set up geoable brushes and then set the hardness to 100

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... which still wouldn't work out "badly" I guess, it would just be pointless ๐Ÿ˜›

wraith comet
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It's easy to get stuck doing what works because it's what you're used to.

brave crown
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not making any promises on this yet, but something I'm working on. I want to have a new object type for meshes, so you don't need to use hacky solutions like Switch_Model, and you get a proper reflection in the editor of what it looks like. This will also enable skeletal animations without needing to use entities

brave crown
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well brush mirroring in-editor is working now

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and savage lands looks very strange mirrored lmao

gaunt lotus
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ESAB

silk tinsel
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at least it's something. just flip the sign textures and voila.

brave crown
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and here are the new operations in face and vertex mode too

silk tinsel
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maybe this was talked already before but im kinda curious, how do you even make such new events and editor scripts then integrate it into the editor itself to make it work?

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using some kind of code?

brave crown
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Yes, Alpine's code is in AlpineEditor.dll, which gets injected into RED.exe through the Alpine launcher

silk tinsel
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so like you crack that dll open, then put new writting codes?

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Ever since Alpine went out, i personally believe it heavily made Dash obsolete.

brave crown
silk tinsel
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Don't tell me you took rafalh's job now. lol

brave crown
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rafalh works in JVM professionally - I definitely have no interest in that :p

silk tinsel
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Java virtual machine?

brave crown
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yes

silk tinsel
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what does he think of Alpine personally?

brave crown
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It's really not for me to speculate as to what someone thinks, especially someone that I haven't spoken with many months

silk tinsel
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Well, it just seemed odd how before Dash was in power, he was always online with us keepin on air with updates. And now since your Alpine went out, he's now out of the loop.

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Duke once told me he was never interested in programming longer than he should.

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got overburnt with requests

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but that's just me.

brave crown
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i expected object mirroring to be more difficult if I'm honest ๐Ÿคท lol

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now there's a "Mirror" button in group mode too, which mirrors both brushes and objects

crude oyster
# silk tinsel what does he think of Alpine personally?

He made it pretty obvious he did not like AF and was pretty hurt it made DF obsolete, before he decided to just give up and leave FF altogether. #alpinefaction-support message Which is very unfortunate since RF probably would have died without him and DF. But it is pretty awesome to have new features added almost daily now instead of every 1 or 2 years. I guess all progress has a price.

wraith comet
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Gotta respect the commitment.

wraith comet
boreal ether
brave crown
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mesh objects are coming along

brave crown
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texture overrides for skinning

wraith comet
desert crown
brave crown
wraith comet
brave crown
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sure thats one use case yeah

wraith comet
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I can see a lot of cool use cases for that.

gaunt lotus
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lol

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i can think of a lot of annoying use cases...

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map full of ghost/fake players that waste your time

wraith comet
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Oh, sure. But being able to fake entities opens some interesting doors. Like simulating massive battles in maps without relying on AI. Or having fake characters like how G-Man in HL is technically an object in HL1.

brave crown
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all good points lol

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it also means being able to use skeletal meshes with scripted animations in MP

desert crown
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would make RF Revised look better

gaunt lotus
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yea

desert crown
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Can fake a battle without miners immediately dying

gaunt lotus
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RFGN 200 museum can have an animated gigantic elite guard

brave crown
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and placing static meshes without needing hacks like swapping meshes on clutter objects

wraith comet
# desert crown Can fake a battle without miners immediately dying

You could basically have a small amount of AI actually fighting where the player is, and in the background, have the rest of them be objects that are playing on a script. Which would be much more efficient and give you more control over the presentation. I agree.

desert crown
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right but you saw it with volition

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keeping a miner alive for 5+s is an impossible challenge

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atleast now, you can do stuff

wraith comet
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Well also, most of their deaths were either scripted, or they gave that miner like 1 health. So we could even make the real AI miners a bit less squishy if we wanted to. I did some tests and they can hold their own well enough.

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There is only two problems with having AI fight each other alongside the player.

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One is that the AI doesn't quite fight each other completely efficiently. They have no way to really gauge their distance from each other or aim, unlike the player where they are aware of your crosshair, so there's been situations where two guys will be nearly kissing trying to shoot each other and their shots miss since they are clipping.

desert crown
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no that is true

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its why volition did a bunch of quirky things to make them do things

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like the cup beside the elevator in maintenance ๐Ÿ˜›

wraith comet
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Two is that all AI will inherently become hostile towards the player in any situation if you so much as even give them minor scratch damage, and will then want that player dead until they die themselves.

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And it doesn't matter their friendliness setting.

desert crown
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its not just the player you know

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They will hostile anything that grazes them

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something i do in the speedrun often is shoot the merc in riverbed that goes to throw a grenade

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if i clip him in a cool manner he turns around and grenades himself

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if i dont usually he just grenades the ground infront of him or w/e

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BUT

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he spooks the other merc

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merc will shoot him first

wraith comet
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That's pretty fun lol. I do enjoy AI infighting at times.

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The main issue with having allies though is that you really don't want them to turn on the player unless it's obvious the player is trying to kill them, and it wasn't just an accident.

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Kind of like how Barney in Half-Life will only turn hostile towards you if you repeatedly damage him.

desert crown
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right

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you could go the extreme route

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build the map in blender

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animate the characters doing thing as a whole scene

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put it back in RED

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everything happens planned

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but thats alot of effort

wraith comet
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You can do that, or you can use scripts in RED with fake entities. Like, really, there's a lot of ways to approach it that could open up doors.

desert crown
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well

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the doors are opened

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now with VFX

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we basically have everything once again

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we're back in control

wraith comet
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Exactly. And since we have REDUX now, you can build fake areas in RED, get them into Blender, make them meshes, then put them into your level in the background, and now you have areas for these fights to occur in that aren't brushes. So it'll be even more optimized.

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We now can do basically anything we want.

desert crown
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its an exact conversation i had with Vel today ๐Ÿ™‚

wraith comet
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Not to mention, the ability to mix RF1 and RF2 style geo-mod is crazy.

desert crown
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true

gaunt lotus
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i almost got .bsp importing functional but it's kinda shitty still

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something to revisit down the line

wraith comet
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Ooo, that's neat.

brave crown
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what you've got already is pretty impressive :p

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but yeah it needs some work

desert crown
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He almost got claude to fully give him an RFL that works lolpup

brave crown
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well - claude one shotted a straight geometry conversion, but a straight geometry conversion isn't really usable from bsp->csg

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you need to parse and convert it

desert crown
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he did

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he..

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it did

wraith comet
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Would parsing .map files also be on the table, and any easier to do since they haven't been compiled?

desert crown
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Actually

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@brave crown you think you could try clauding SPAD CAMP ?

gaunt lotus
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probably, but since those are so few and far between in comparison i didnt try

desert crown
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the map

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the MP map

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the one you havn't done yet

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๐Ÿ˜›

brave crown
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oh from XIII?

desert crown
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yeah

brave crown
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that's from Unreal lol, it's already csg

converting the geometry would probably be dead simple. The static meshes are the trouble there

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UE2/2.5 (which XIII used) relies heavily on static meshes

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Actually you know ๐Ÿค”

desert crown
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๐Ÿ˜

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atta boi

brave crown
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@gaunt lotus if you feel like experimenting, converting a ut2 to rfg would probably be workable. At least geometry

I say that because Unreal 2/2.5 uses CSG for geometry + static meshes and the static meshes would all be converted as solid brushes

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so you could just 1:1 convert the CSG primitives (solid or air - unreal calls them addition or subtraction) and then convert the static meshes to solid brushes lol

gaunt lotus
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what about ut2k4?

brave crown
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ut2k4 uses .ut2 map files

desert crown
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sod 2k4

gaunt lotus
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okay

desert crown
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i want spad camp

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๐Ÿ˜ 

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๐Ÿ˜›

brave crown
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you'd need to give it the static mesh packfiles too though

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those are uhh

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.usx

brave crown
# desert crown i want spad camp

XIII I'm sure didn't change the map format much if at all - UT2k3/2k4 would be the big value in a converter, adapting it to other UE games after (up to UE 4 anyway) would be straightforward... probably

desert crown
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Listen i was excited a year ago when you told me u wanted to ๐Ÿ˜ญ

brave crown
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just realized we're in alpine lol #1376912225578647592 is the better place for this

wraith comet
# brave crown <@217839881055895554> if you feel like experimenting, converting a ut2 to rfg wo...

Since you mentioned this, I have to ask you a slightly unrelated question. I have this Python script I'm trying to get working, but it needs bpy for blender 2.8 and it has been a nightmare. I keep getting build wheel errors for the bpy version I need. The toolkit however also has a script that converts the maps to Unreal. Would it be more practical for me to just go from Unreal -> modern Blender instead of trying to get the Blender import script to work?

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I'm trying to convert the maps from Rainbow Six 98' to meshes and get them into Blender so they can be ported properly to R6 Rogue Spear.

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Apparently the Unreal importer script is more complete too and also does the lighting.

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You have more Unreal Engine experience than me (I have none) so I was curious.

desert crown
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why blender 2.8

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because of the sven stuff?

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oh i read to fast again

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ignore me

wraith comet
desert crown
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ah

wraith comet
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It was made for a project to port Rainbow to Unreal Engine.

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I'm trying to help port the maps to the Rogue Spear engine for R6 Black Ops, which is a standalone mod that collects all of the classic content in one place on the latest Rogue Spear Black Thorn engine.

desert crown
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Just timing i guess cuz of the sven co-op parts XD

wraith comet
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The versions of the first game's maps they have right now are inaccurate and kinda buggy fanmades, so I want to help port the real ones.

desert crown
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good for you though

visual ether
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Source code for a kill streak announcement added to kill.cpp. 2.wav through 10.wav would be added to client_mods/killstreak_sounds/

Just wanted to throw this in here in case anyone wants to pick up the scraps and make it an added feature.

desert crown
brave crown
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@visual ether awesome! You should PR your changes over on GitHub though so they can be reviewed and everything ๐Ÿ™‚

brave crown
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animating meshes in MP has far more applications than two guards laughing at Orion dying over and over

wraith comet
brave crown
brave crown
brave crown
desert crown
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so now aslong as we have the mesh in the "meshes" folder we can load them in natively now ?

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and visualise it

brave crown
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I haven't specifically tested custom meshes yet, but yeah they should work as long as they're in that folder and packed in the vpp with a map

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the thing big that Mesh objects do is allow mappers to use meshes (static, skeletal, or animated) without the baggage of a clutter object or an entity, and without having to retrofit something else to work in a way it was never intended to (like using Switch_Model)

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mesh objects will not (and were never intended to) replace clutter, entities, or items - but in instances where you don't need a clutter, entity, or item, but were using it because it was the only way to do what you wanted to do, there will now be a better, more purpose-built way to do so

#

plus... animated meshes in multiplayer. That's a big thing that is inaccessible right now (outside of TCs) and this will enable

boreal ether
#

What da fhuk is that thing at the end of the video

brave crown
#

that is a tankbot trying to play an animation for miner1 lol

#

i showed it as a demonstration that you can play arbitrary animations on whatever mesh you want lol

#

(the use case for that would be custom animations)

#

which... from the POV of the tankbot mesh, the miner1 animations are arbitrary ๐Ÿ˜›

brave crown
wraith comet
#

Good stuff, man! I can see that being super useful.

#

Honestly... what do we even have left that we've always wanted to be able to do?

#

It seems like you've pretty much covered everything lmao.

#

I can say that I'm at least extremely satisfied with this.

brave crown
desert crown
#

I want a real modern game torch and i'd love eye-trace scripting

brave crown
#

I do still intend to do the radio tag-ish things in SP for revised, but that also requires my new savegame format to be finished first too (it's close)

brave crown
desert crown
#

like where something reacts based on where you are looking

wraith comet
#

So it makes people actually want to engage with you.

desert crown
#

its better for horror stuff

#

but like

brave crown
#

right

desert crown
#

its just another thing that someone would take advantage of

brave crown
#

well the game already has that sort of thing (crosshair pushing), so it'd just be a matter of coming up with a good way to interface with it

desert crown
#

you can't crosshair push a statue ๐Ÿ˜

brave crown
#

perhaps a trigger option - "Player is looking at"

#

or even a new trigger type - Trigger Target

#

idk

wraith comet
#

Yeah, something like that. Maybe even allow a tri- yeah lol.

desert crown
#

the idea of - if player looks away "action happens"

#

or if a player looks at something "action happens"

wraith comet
#

I was going to say maybe have a trigger type that triggers when the crosshair is looking at it.

brave crown
#

yeah i can see the use case

#

would almost certainly be more useful in SP, horror mods as you mentioned

wraith comet
#

Not even just that. I could see it being useful for scripted events in general that you want the player to not miss.

#

And since the game already has crosshair pushing, well, why not.

brave crown
#

yeah

desert crown
#

dumb mechanic on its own ๐Ÿ˜ 

brave crown
#

Not a right now thing, but I don't see it being a huge lift technically when the time comes. The bigger task is figuring out the most useful and intuitive way to implement it

desert crown
#

(i say after dealing with it playing on impossible)

brave crown
#

also now that fully new object types are viable, there's a lot that can be done with that

wraith comet
#

There is something I've been wondering about. I remembered it the other day. Do you remember that one time a few years back you and Rafalh had a debug command in Dash to change the player entity? Do you think that would be viable as an event you can use, similar to undercover?

brave crown
#

there's a disabled built-in console command in the game - body which sets the player's entity type, I believe that's what you're referring to

wraith comet
#

Oh, that was disabled? Huh.

brave crown
#

in theory yes it could be tied to an event. The problem is that it gets reset when you load a savegame file, etc. so there's a few places it would need to be handled

#

not an issue for a debug command obviously but ya

wraith comet
#

So, how does that command fully work then? Does it retain the player's inventory when switching to and back?

brave crown
#

if my memory is right the inventory is separate to the entity type

wraith comet
#

Wow, Volition actually decoupled something?

brave crown
wraith comet
#

Neat. I was just wanting to bring that back up since I could see it having some neat use cases.

#

It'd be a good way to be able to change the player's properties on the spot non-destructively if needed.

desert crown
#

im so down to play the whole game in 3rd person now so ty for that

wraith comet
#

Did he fix third person being dogshit?

desert crown
#

ehhh

#

its still weird

#

xhair is on your head

#

but it persists through loads

brave crown
#

i fixed TP resetting to FP when you go through a level load

#

thats it

wraith comet
#

Well that's still an improvement lol.

desert crown
#

AHAHAHA

#

u do get weird results but its fine

brave crown
#

how is that weird O.o

desert crown
#

i mean cuz like

#

ideally your camera never clips the world boundary ๐Ÿ˜›

wraith comet
#

Honestly I do think the camera clipping out a bit is better than it bumping against those tight spaces repeatedly. I could see that getting annoying.

brave crown
#

oh lol

#

yeah, most TP games use a spring arm of some kind for the camera

#

rather than just shoving the camera back by an offset

desert crown
#

i do wish i could control its position

brave crown
#

and a collision trace

desert crown
#

trying to shoot with my head in the way is shite XD

wraith comet
#

It might not work well for RF to do that though, because it was designed for first person. Some of those spaces would be a tight squeeze.

#

Best you could do IMO is stop the HoM effect.

desert crown
#

hahahahahaha

gaunt lotus
#

doing proper TP mode is actually a lot of work

#

right now you could probably easily change the camera offset, but if you fire from the camera position it would be broken and u could shoot around corners etc

#

so it has to be done alongside making the guns fire from the weapon origin

desert crown
#

yes, the way the scene was meant to be watched

gaunt lotus
#

but then you could aim at things around walls subtley and not realize that you're blocked from hitting, so you'd need to trace that and give feedback on the xhair etc

#

one little thing turns into 12 projects

desert crown
#

interesting

#

TP stops screenshake ๐Ÿ˜„

#

as god intended

brave crown
#

god's a huge fan of looking at the ass end of the submarine, apparently

desert crown
#

๐Ÿ˜‚

#

made it tho

#

true scoped gameplay

wraith comet
#

I remember this one time I used camera2 to position the camera over the shoulder, then switched to camera3, and recorded a video.

#

camera3 will save the position you set in camera2, mostly.

#

(It does snap though.)

desert crown
#

ahaaaa

#

doesn't persisis through cutsceneessssss

wraith comet
#

Goober you're falling off.

brave crown
#

got like a billion views

wraith comet
#

lol that is amazing.

brave crown
#

https://youtu.be/MAeU7nPtWFA
On my super old youtube channel that I don't use anymore lol

FactionFiles.com is the largest Red Faction series community. Visit us on Discord: https://discord.gg/fRrUzuV

A short demonstration of the GeoMod engine behind the game Red Faction.
For everything to do with Red Faction and Red Faction: Guerrilla, visit http://www.factionfiles.com

NOTE: Before someone asks, the map shown is a small level I put...

โ–ถ Play video
split sleet
#

i still hope for '2d' rf platformer mod / map

#

ive did mockup few years ago

#

'concept' lol

desert crown
#

3rd person oob Dab

split sleet
#

but my RED and rf-tech knowledge is ...

#

well

#

VERY limitied

desert crown
#

ok the aesir might be a problem ๐Ÿ˜‚

#

ill customise this one lolpup

split sleet
#

would it be possible to lock camera2 angle using some command ?
going about doing proper platform shouldnt be problematic for someone RED-trained

#

geoing obstacles could be problematic due to rng nature right ?

#

@brave crown

desert crown
#

later nerd

gaunt lotus
#

lmfao li

#

q

brave crown
#

yes this is actually totally doable

#

and probably would be really fun lol

#

marswars had a mode similar to that

desert crown
#

Pacman

brave crown
#

lmao im not against a 2.5d mode like that

#

wouldnt even be that hard

desert crown
brave crown
#

lock camera, remap movement keys, set entities to not collide with players

#

done

#

oh and stop entities from sidestepping

#

basically delete the Z axis

desert crown
#

retarget xhair

split sleet
#

ohh i would love to play smth like that

brave crown
#

lol

desert crown
#

i would unironically make RF in 2d

split sleet
#

would be quite an interesting thing

wraith comet
#

Red Faction: Flash Edition

split sleet
#

BEFORE RED FACTION RTS mod/map

brave crown
#

honestly I'm sure people could come up with some really cool maps for it

split sleet
#

DO U GUYS NEED CONCEPT VIDEO?

#

IM VERY GOOD AT THIS

desert crown
#

did i do it

#

yes i fucking did

brave crown
#

ive got way too many alpine features going on now so im gonna hold off a little bit but yes I am 100% down to make a 2d mode like that relatively soon

#

i know how to do it all already too, I think

split sleet
#

๐Ÿ˜ฎ

#

WOOOAH

#

RFU incentive for 'diff genre map/mode' for rf ?

wraith comet
#

I want to savor the first time a new player asks what Alpine adds and we say a 2D mode without elaborating.

desert crown
#

๐Ÿ˜‚

split sleet
#

imagine RF worms

#

turn based

#

xddddd

#

doing geos

#

crawling inside tunnels

#

'i gotta swap to elite guard now, he has dynamite and rope '

desert crown
#

We just need to make RED the next Fortnite Engien

#

come on Goober

#

lets beat Roblox

split sleet
#

lool

desert crown
#

GTA time baby

split sleet
#

rf lobbies

#

hmm that would make for an interesting game

#

RF in TPP ?

#

hmm

#

maybe they should do it for sequel

desert crown
split sleet
#

im just happy that Goober is considering 2D RF

#

continue ,

#

ure doing good

#

how hard is doing oobs ?

desert crown
#

very

split sleet
desert crown
#

i only did one

split sleet
#

never thought about it

#

is it same size as those on vehicle itself ?

#

or is it just a matter of perspective

desert crown
#

its correct

#

yah

#

HAHAHAHA SURVIVED !

split sleet
#

does this crosshair works well ?

desert crown
#

NOW WE'RE GAMING

split sleet
#

i mean , are the bullets going where u aim

desert crown
#

and no the xhair is bad cuz its on my head i can't see

split sleet
#

r nah

desert crown
#

oh they are

#

just hard to see

split sleet
#

reticle_scale 2

#

or in af

#

ui_reticlescale

#

r smth like that

desert crown
#

i can't believe they animated him sitting there ๐Ÿ˜‚

split sleet
#

u can also use flashlight

#

for secondary 'pointer' device

#

xddd

desert crown
#

ahahahaha

wraith comet
desert crown
#

๐Ÿ˜›

wraith comet
#

Well, back to the GoldSrc mines for me.

#

I had two days off.

desert crown
#

ahahahah

#

clip gaming

wraith comet
#

(I need to fix that.)

desert crown
#

๐Ÿ˜‚

#

what a journey this has been

#

or angle 2

#

uhhh

#

idk what i broke but my guns stopped working on space station ๐Ÿ˜‚

#

to much fun with third person ๐Ÿ™

#

restarting game helped but bleh

desert crown
#

is what it is

wraith comet
#

Gogurt we found a bug

desert crown
#

finally i get to see what they are doing lolpup

#

a final angle for our collected journey here today Prayge

#

๐Ÿ˜Ž

#

all in all third person has bugs

#

clipping geometry, whatever happened in space station, i think it would be nice if we could have better vehicle third persons but yeah

#

its servicable ๐Ÿ™‚

brave crown
#

Do you (or anyone else) want to give meshes and notes a test? Make sure they're working properly and don't have any issues (especially crashes)

#

I believe I've covered my bases, but always good to get a sanity check ๐Ÿ˜›

boreal ether
brave crown
#

will do, 1s

gaunt lotus
brave crown
#

that's a man with a plan right there

desert crown
#

he's already got the dr NOOOO

#

it could be any one of us next!

brave crown
#

@dire geode for your reference, this is the dev thread for Alpine Faction, if you wanted to talk about such topics ๐Ÿ™‚

dire geode
#

so...i've been doing some experiments lately.

brave crown
#

@crude oyster I can send you the build with notes and mesh objects if you wanted to check it out too

crude oyster
# brave crown that _could_ be done with an event, though it would be a bit wonky with replicat...

Wait, you can't set material type for the mesh with this new event? I think that's pretty important. Looks dumb when you shoot something that is supposed to be fleshy and it sparks or does nothing instead of the blood spurt and bullet hitting flesh sound. Other handy options to have would be if they are to be invulnerable or not, ability to set life value if not invulnerable, and ability to set the debris fx and corpse if they are not invulnerable. Rather then needing a smorgasbord of events to set up all these additional properties.

desert crown
brave crown
#

they are for when you need a mesh and only a mesh. Clutter is for when you need something destructible or such

If there are useful options for clutter that there aren't already ways to change though I'm definitely happy to make those methods exist - can you set the material of clutter already in a map? If not, that can certainly be added

crude oyster
brave crown
#

Actually ๐Ÿค” just thinking about it, Mesh objects are essentially just clutter once they're in the map (they're different in the editor). It would probably be extremely simple to just put a checkbox on the mesh object to turn it into clutter - specify a life, debris, explosion vclip, material, etc.

dire geode
crude oyster
brave crown
brave crown
#

(for reference, Switch_Model still works on mesh objects if you need to swap the mesh though)

desert crown
dire geode
#

buuuut SDL is capable of keyboard & mouse inputs, too. (in case you wanna replace directinput with it instead)

gaunt lotus
#

I am interested and have learned gyro for a bit, but i'm curious what the benefit matrix is for including the gigantic SDL library over expanding the game's native dinput support (or potentially setting up xinput and rawinput)

dire geode
#

future-proofing if we're talking gamepads, and the only logical way of doing gyro over there.

#

dinput nor xinput doesn't do gyro, MS GameInput does but last i check: it ain't open source friendly

gaunt lotus
#

that makes sense, gyro support should become more prolific

#

i found steam input to be pretty sufficient for RF, but i am approximately 1/15th my skill level on gyro compared to mouse lol

dire geode
#

but yes, i am worry about sdl library beinig gigantic. best I did is follow how Wemino (of EchoPatch for FEAR) did it and minimize it the giantness.

brave crown
#

@crude oyster this needs to be improved but ya

crude oyster
brave crown
#

Well, animated meshes need a state anim (like the idle anim) which loops

but the Mesh_Animate event can be used to play one-time action anims (or replace the looping state anim)

#

but for a custom mesh, the idle state anim could be a static pose for sure

crude oyster
#

Can the idle animation default to just the static mesh like if it was a switch_model, if no animation file is entered? or is every mesh going to need to have a rfa created to go with it, even if we dont need animation and just want to take advantage of all the custom properties that switch_model doesnt give us?

brave crown
#

Well, the v3c has a base pose (every one does), if you dont specify a state anim it just uses the base pose. For the stock skeletal anims all the base anims are unusable, but in theory a custom skeletal mesh could have a base pose that was usable on its own

#

but also static meshes (v3m) don't need (and cna't use) rfas

#

only skeletal meshes use rfas

crude oyster
brave crown
#

yes, it can use v3m, v3c, or vfx

(vfx has no collision support though, so no bullet impacts/damage)

boreal ether
brave crown
boreal ether
#

ah

wraith comet
# brave crown

The visual of Orion just fucking exploding like in a Spongebob episode is so funny.

boreal ether
#

for the note object, if you removed a text by accidently then the logical thing to do would be the press cancel and reopen it so the text you removed comes back. that is not the case, it permanent as soon as you click remove. not a critical thing but accident will happen. just gotta be careful

brave crown
dire geode
brave crown
#

ok i think this is good

brave crown
#

have you tested it?

dire geode
# brave crown have you tested it?

already done initial testings, had to do that before I release the link.

it's a proof of concept, of course. I didn't fully tested everything else...but I'll list two things that won't work:

  • Menus can't be navigated with gamepad
  • Left stick movement do not work
#

I don't plan to do it myself, but it should give you an idea.

I would suggest doing some research or reference other Sourceport that uses SDL3's gamepad code as a basis before doing anything funky.

brave crown
#

@boreal ether

#

I'm about to go to bed but I'll send you a new test build that has this and the destructible flag for mesh objects if you wanted to test it out

crude oyster
#

I played around with the mesh object. Tis neat! I'll definitely be getting a lot of use out of this. Some notes:

  • I don't think material type is working. I set it to flesh but bullets are still making sparks instead of blood and sounding like hitting solid instead of flesh.
  • I think it needs 1 more property and that is an option for corpse mesh, like a lot of clutter consoles and stuff have, when they die they don't just disappear they leave behind a broken version of the model.
  • It would also be handy if it could accept the extensions listed in the table files, so we could just copy and paste from tables instead of having to know and manually change .V3D to .V3M, .VCM to .V3C, and .MFV to .RFA.
  • The full collision acts kinda weird, where you just get like stuck in the mesh if you run into it and can climb up it. ๐Ÿ˜›
  • Would it be possible to also add the new mesh object to the drop down in clutter properties, that lets you change the clutter to a different clutter? (Or another quick way to select a bunch of clutter at once and change them into mesh objects instead) That way if you're over the hitbox limit for clutter/triggers in a map, you could just quickly select all of a clutter that doesn't need player collision, like "soda can" and stuff, change it to mesh, and set all the properties it should have but with only weapon collision/no collision instead. ๐Ÿค”
#

I guess with mesh_animate, if an animation is listed as a "state" in the table file, we can only use it as a looping state animation and can't just use 1 play of it as an action? If I try that it seems only the legs animate while the top half doesn't do anything. ๐Ÿ˜›

brave crown
brave crown
# crude oyster I played around with the mesh object. Tis neat! I'll definitely be getting a lot...
  1. I may have broken this, will investigate
  2. This is more complicated than it seems - real clutter spawns a second clutter class when this happens. I could have it do that, but then you wouldn't be able to customize the properties of the corpse class. I can see about just changing the mesh on death (and you could use events to change its properties if you wanted to)
  3. Can do these as aliases, good call.
  4. Does this happen for static meshes too? I noticed it for skeletal meshes playing anims, but it makes sense there (those aren't intended to have static mesh collision, really ๐Ÿ˜› )
  5. Adding to the clutter dropdown is a hard no - not possible. Mesh objects are not clutter objects (though they do effectively render as them in-game), they're entirely different things. Bulk converting clutter to mesh could be done through some other method though, I'd need to think on it - probably would just shove it into REDUX honestly lol, would be the easiest way
brave crown
#

alright, I think this is good

#

and yes material was broken, fixed now

desert crown
#

@brave crown is there anyway to move or disable a climb region

#

thats something that i would deem missing if not

#

I tried disabling it with a trigger, nothing

brave crown
#

there is not, no

desert crown
#

tried keyframing the region itself and nothing

#

can you do something for that? Prayge

brave crown
#

the reason is that a climb region in game is created at level load and from then on completely decoupled from what it was in the editor. Climb regions in-game don't even have UIDs

desert crown
#

oh..

brave crown
#

it's a bit of work but it is doable

desert crown
#

its probably for a single use case so

#

if its alot of effort

#

its ok

brave crown
#

Well, I could see value in toggling climb regions and/or putting them on movers

#

I am not totally sure what would happen with the physics engine though if you stayed still in a climb region and the climb region moved away from you lol

#

the game definitely never expected that to be possible

desert crown
#

The idea (or use case) in my thought process is, say you pick up a "ladder" in a different area, that enables a climb region in a different area where you "place" the ladder

brave crown
#

right ya

desert crown
#

or when you place it it toggles it on

#

probably better user-end than keyframes

brave crown
#

the best way to do that with current tools would be to put the player in a different room after the pick up that looks identical apart from having a climb region lol

#

but that's certainly not ideal

desert crown
#

yeah

#

I mean theres good reasons to do that anyway

#

if you have multiple things you want to do on the reload

#

but yeah

#

for the single use of the swap not ideal

brave crown
#

put toggling/moving climbing regions in the alpine issues as a feature req

#

its something im totally down for doing at some point

gaunt lotus
#

mofo be trying to pull the ladder up on people

#

liq wont stand for this

#

what happens if you are ladder glitching and someone turns off the ladder

desert crown
#

hahahahahah

#

id pay to see liq just fall out the sky

#

i gotta be real

#

๐Ÿ˜‚

desert crown
#

@brave crown i assume push regions are the same?

#

i know they can be toggled

#

but can they be moved?

brave crown
#

they are not the same

#

and yes they can

desert crown
#

ah ok

brave crown
#

with Anchor_Marker or Anchor_Marker_Orient

desert crown
#

just the way the debug command works thats all

brave crown
#

(alpine specific functionality, they never could before)

desert crown
#

debug push_climb_reg

#

thought they were on the same wave

brave crown
#

ah nope

#

look at DM-RFU8-ETD.rfl if you want to see an example of a push region moving with an anchor market

desert crown
#

Could we do it before

#

I disabled it in SPCTF

#

with dash faction

#

could we move it?

brave crown
#

#1376930844597551146 message :p

desert crown
#

oh

#

i read to fast again

#

๐Ÿ˜„

brave crown
#

push regions could be toggled in the stock game

#

they could not be moved

desert crown
#

that'd be good enough tbf

brave crown
#

same with particle emitters

desert crown
#

if they act like push regions but need the AF functionality

#

that way they can be toggled

brave crown
#

?

desert crown
#

sorry im not clear

brave crown
#

are you talking about climb regions now?

desert crown
#

Climb Region should act like Push Region in the sense of being able to toggle

brave crown
#

climb regions are not like push regions, no

desert crown
#

its a region yaknow

brave crown
#

climb regions cannot be toggled or moved, stock game or alpine

push regions can be toggled in stock game, toggled or moved in alpine

desert crown
#

thats all i meant

#

im maybe overthinking it

brave crown
#

region != region :p

desert crown
#

Effectively thats what I meant

#

if a climb region could be toggled - then the same code that allows for the push region to be attached to the AF move stuff

#

that way it would work

#

Ill just stick to requesting

#

๐Ÿ˜„

brave crown
desert crown
#

๐Ÿ˜›

brave crown
split sleet
#

DONT DO IT

#

BLASPHEMY

#

@brave crown please ...just fuel that creative spark into RF 2D instead !

#

leave ladders alone

brave crown
desert crown
#

Sorry bud

#

i got a place a ladder

#

and then unplace it

#

respectively

#

when you are on it ideally

split sleet
#

you are messing with the laws of rf physics u dont understand

#

DONT PLAY GOD HERE

desert crown
split sleet
#

how do i thumbs down or report on github

#

wat in da

desert crown
#

you'll live

#

I mean theres no fall damage in MP

#

so you'l survive the fall

split sleet
#

@green cobalt THEY ARE DEFORESTING THE LADDER FOREST

#

BARBARIANS !

desert crown
#

oh relax

split sleet
#

im calling unesco or smth

desert crown
#

I mean relax your legs when you fall from the height

#

relax body

#

etc

split sleet
#

ladders are protected

#

laws are in play

gaunt lotus
#

we should enable fall damage

#

and team damage

#

would be really funny

#

rail team damage should redircet to the shooter, though

desert crown
#

true

#

take that sid

gaunt lotus
#

team damage is actually funny in that way cus u can grief ur team with fusion, too

desert crown
#

omg

#

i just got a mental stim of a fusion on checkmate

#

im so glad there isn't one

#

but omg imagine

#

THE GIBS MASON

gaunt lotus
#

and if you are fighting in tight hallways you can't just spam down a guy 2v1 bc youll prolly shoot ur team in the back

#

it has many upsides tactically lol

#

downside is that you have to think about what youre doing

brave crown
#

i really wish fall and team damage had defaulted to on in rf

#

because they probably would have become the standard

#

it's too late to adjust now

desert crown
#

i gotta be real i don't think I'd enjoy it

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๐Ÿ˜›

brave crown
#

too many maps just wouldn't work with fall damage

gaunt lotus
#

ET fully redpilled me on team damage

brave crown
#

doesn't help that RF's fall damage settings are really dumb either

#

you take damage falling out of the flag level in wl

#

yeah i mean makes sense realistically. But Martian Gravity(tm)

gaunt lotus
#

it should cap like quake

#

at 10dmg or something

desert crown
#

eh you still take fall damage in space station

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gravity shmavity

gaunt lotus
#

then it makes sense

brave crown
desert crown
#

That would make climb regions very important

#

i sense trolling

#

moving a climb region on a micro map

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fall fucker

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๐Ÿ˜„

brave crown
#

micromaps would be much more exciting if every time you saw some fucker flying across the map on a jump pad, you knew they were about to splat against something

#

even better if they gib

desert crown
#

omg the bugs life map

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๐Ÿ˜ญ

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do the falling whistle noise

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then wilheilm scream

brave crown
#

GlaDOS Wheeeeeeeeeee

<splat>

desert crown
#

๐Ÿ˜‚

#

its bad that i said the glados sound out loud right now

brave crown
#

I'd be curious how many people reading this thread didn't

#

because I certainly did

desert crown
gaunt lotus
#

i remember thinking that if you are exceeding like 15m/s or whatever the client and 3p should play some kind of swooshing/wind sound

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lol

#

actually no, that wasn't rf, it was for smash mod

gaunt lotus
desert crown
#

10/10 purple sphere

brave crown
#

๐ŸŸฉ ๐Ÿฉต ๐ŸŸฃ

#

quality

dire geode
#

took me a while to deal with the camera system first (now joystick camera it's own sens, instead of tying it to Mouse), but was needed to obtain proper camera angles (despite issues with it's behavior).

#

but super easy to do basic and raw gyro aim afterwards.

wraith comet
#

This is awesome work, my friend. I have wanted to have some form of proper gamepad support for awhile.

dire geode
#

but i'll stress this: everything i've doing is a proof of concept thing, i don't actually intend to work on adding Controller support beyond the Gyro Camera (the one I actually wanna do)

brave crown
#

Nice work! I'm certainly willing to review a PR if you get one together to submit ๐Ÿ™‚

wraith comet
#

Still awesome work. The rest will come rather naturally as long as SDL isn't too much of a pain.

#

(Which, SDL might not be a bad idea anyway.)

dire geode
#

personally, i think the biggest pain point with adding Controller Support is adding the Gamepad Input layer onto the Game Action and Gamepad-centric settings ui.

#

but if it's anything like keyboard input layer over to game action, it should be a good basis to begin with.

#

personally, i think the entire camera input needs a overhaul first just to ease the pain

gaunt lotus
#

the main pain point for this, yes, is the UI/UX work

dire geode
#

...and i also wanna give it the Quake sensitivity treatment

gaunt lotus
#

because the controls menu would need to become/show kb/m and gamepad inputs separately

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and the entire UI needs to shift button prompts from kb/m to gamepad etc

#

depending on what's actually in use

split sleet
#

team damage shouldnt be that of an issue in rf

#

splash dmg weapons arent the meta (explos)

#

more than that they are quite meh

#

other than being weary about fusion

#

not big of a deal

#

especially with gaussian spred that makes weapons laserbeammss

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plus there are bigass indicators where your teammates are

#

in AF

brave crown
wraith comet
crude oyster
crude oyster
# brave crown

What does reload textures do? ๐Ÿค” I thought it meant I could drop a new texture in the texture folder, hit reload textures, and now I could use the new texture right away without needing to restart RED, but that doesn't seem to be the case, so not sure what to test with that? ๐Ÿ˜›

brave crown
#

@crude oyster can you try using one of the vclips the stock clutter with debris use

brave crown
crude oyster
brave crown
#

Oh if it's a texture that's already referenced you mean?

#

Yeah that I'm not sure if there is a good way to do unfortunately. It should work well for brand new textures though

crude oyster
brave crown
#

O.o that's surprising, I did that exact sequence and it worked fine ๐Ÿ˜ฎ

crude oyster
brave crown
#

Shouldn't be ๐Ÿ˜ฎ

#

Hen I tested it, it was in a subfolder, was yours?

crude oyster
brave crown
#

Hm, interesting. Maybe I can improve that flow a bit

#

But good to hear that the rest of it works well though ๐Ÿ˜„ the other stuff is far more useful than reload textures anyway haha

crude oyster
#

Tried with a subdirectory and again they both just say as default texture. ๐Ÿคทโ€โ™‚๏ธ

crude oyster
# brave crown <@447137348162158593> can you try using one of the vclips the stock clutter with...

Seems like its a RF bug that it can't make debris and play a vclip at the same time. If you look at chinese_lamp in clutter table

$V3D Filename: "ChineseLamp01.V3D"
$Debris Filename: "genericlight01_debris.V3D"
$Debris Sound Set: "large debris bounce"
$Material: "glass"
$Life: 80
$Explode Anim: "yellboom"
$Explode Anim Radius: .4
$Flags: ("collide_weapon")
$Debris Velocity: 3

It's supposed to have debris and explode vclip, but in game all you get is the explode vclip when you kill the stock clutter object. Put the same properties into the mesh object and get the same result, only explode, no debris. Remove the explode from the mesh object and now you get the debris.

Also glass material type seem to be making the solid sound with mesh object instead of the glass sound when a bullet hits it.

dire geode
#

for now: i'm satisifed with what i set out to do, I'm hanging tight and play the waiting game. ๐Ÿ™‚

brave crown
dire geode
#

i am considering decoupling the linear patch just to make it easier to add gamepad camera down in the road (handled by someone else, of course)

brave crown
#

If it's something you want to take on, certainly feel free. Happy to review any PRs you want to send over ๐Ÿ™‚

dire geode
#

gimme a moment, i'll do a PR for the linear patch decouple first. all you need is a minor refactor, it's a super band-aid fix at the moment

brave crown
dire geode
#

yep, makes it easier in case the gamepad camera comes first before camera angles

#

you can tell which one gave me issues. ๐Ÿ˜›

#

during my initial testings: i noticed it's very tied to mouse camera, i ain't a biggest fan of this sort of stuffs. it was a pain point back during Perfect Dark sourceport work

brave crown
dire geode
#

perhaps?

#

i'll put it as a draft pr for now.

brave crown
#

Ok

#

Again, not that it's not necessary - it totally will be. But I'm not a fan of breaking things out into helper functions unless there is actually value in doing so - like if it needs to be used in more than one place, or if it's clearer to read the code or such. But to break it out of a hook into a helper function right above it in the same file, there's just no value in it currently

dire geode
#

i'll agree. right now, i see it as a band-aid fix to a semi-large issue that'll need to be dealt with during gamepad or camera angle work

brave crown
#

But that's the thing - it's not actually an issue currently ๐Ÿ˜› Non-linear pitch is an issue, and that issue is solved - it will just need to be solved again via a helper function once there's another input method supported ๐Ÿ™‚ So you can break it out into a helper function at that point

dire geode
#

heh, understood

#

i'll need to figure out how to get camera angle first, or just make it separate from gamepad camera code.

grand ocean
#

I resently installed a lightwight version of debian linux on my 15 year old laptop.

Red faction installed without issues (all the modern hardware & windows bug effect linux to)

I am wondering if AF will functiom on linux?

brave crown
dire geode
brave crown
dire geode
#

still happy with the current gyro camera setup. ๐Ÿ™‚

brave crown
# dire geode right now, I'm leaning towards the latter. the good news is that gamepad camera ...

it needs a bit of fixing up around the edges for sur,e but it's good to hear it's coming along ๐Ÿ™‚ Once the issues are sorted definitely feel free to PR (or feel free to draft PR now while you're working on it if you like)

It's very difficult to see what actually changed in your code without a diff (which a draft PR would provide), but the only issue I see just glancing down through mouse.cpp is that your gamepad_rotation_injection is at the same address as linear_pitch_patch - two injections at the same location isn't a good idea, they should be merged into the one block. But that's minor and very fixable

grand ocean
# brave crown Yes, Alpine works great on Linux (via wine)

Thank u.
Its a shame i need to install wine. Thank to steam & proton RF launches & run ok (save for the few bugs)
But beggers cant be choosers. At least my kids can keep playing roblox & minecraft on my main gaming desktop, while i play & mod a game from 25 years ago๐Ÿ˜…

brave crown
#

Oh, proton should work too

#

@gaunt lotus has run Alpine on proton I know

gaunt lotus
#

You can either add Alpine as a non-steam game and install it, use luxtorpeda to install it w/ Steam, or maybe protontricks and manually run the installer against the prefix for RF

grand ocean
gaunt lotus
#

ya totally fair

#

proton is "just" valve's fork of Wine

#

luxtorpeda has a gui for installing Alpine on top of Steam's RF - it's probably the easiest way to get it set up

dire geode
#

oh and inject path fixed.

#

once i can get the player movement working proper, i might consider doing it as a draft pr with help wanted tag.

#

will do it as a separate branch.

brave crown
#

had a few minutes did an experiment lol

boreal ether
#

holy shit! i would love a top down shooter option just like the game shadow grounds

brave crown
brave crown
#

well i guess the movement mapping would be a bit different, but pretty close anyway

#

actually, top-down might be a bit different in that you need to angle it a little bit otherwise it looks weird

#

so there may be an additional angle to factor into the translation

#

but either way, probably doable

boreal ether
#

always dreamed of that

brave crown
#

i cant think of a top down game since GTA2 that is actually straight down lol

boreal ether
#

lol

brave crown
#

they're always like 15ish degrees off of vertical

#

so you can see your character jumping for instance

boreal ether
#

shadowgrounds and alien breed

crude oyster
split sleet
split sleet
#

and ive put work too and made commemoratory ai slop crap :

#

with bug in title apparwntly

#

#RF2D hypeee

brave crown
#

I'll see if there's anything I can do about that still, but it seems to work properly as long as you don't go try to find the texture before hitting the reload button :p

brave crown
desert crown
#

oh btw

#

i did a dumb yesterday

#

idk if its solvable with the new save game format but

#

i accidentally quick save/loaded when i went through a load

#

and it corrupted the save entirely

#

and the previous auto save went back to the last one

brave crown
desert crown
#

i do have the video if necassary

brave crown
#

Not really something I can conclusively diagnose either way, but it would make sense if that had happened

desert crown
#

but yeah

brave crown
#

@crude oyster fixed that issue

the only outstanding "problem" is that the texture preview panel on the left doesn't update to show the newly loaded texture until you switch to another texture and switch back to it. But it updates in the world and still packs to the packfile properly either way, so I don't really mind that very minor cosmetic issue that doesn't impact function

brave crown
#

lol side scoller works nearly perfect in MP and I didnt even need to change anything, that's always nice ๐Ÿ˜›

probably need to force off the player name display when you stare at another player though for obvious reasons

desert crown
#

Ok i would be super pumped if there was a 2d map at game night ๐Ÿ˜‚

#

would be horrendous to try and get for Game Night Footage but

#

would be fun to play

brave crown
#

this is how its configured btw

#

in retrospect, that should probably be "Perspective" lol

grand ocean
#

As some others mentioned topdown view would be interesting

desert crown
#

Eh idk

#

never was a fan of top down or twin stick ๐Ÿ˜›

#

but if this works id personally try and rebuild the pac man map

silk tinsel
#

2D platforming ftw! Reminds me of 2D type from Mars Wars mod lol

gaunt lotus
#

oh lmfao

#

goober liq has tricked you into making RF teeworlds

brave crown
#

Lmao

gaunt lotus
#

what a schemer

desert crown
#

Ok but imagine how funny its gonna look when he ladder glitches in 2d

gaunt lotus
#

u should also override firing from eye for 2d modr

#

then draw the laser from the gun

brave crown
#

thats a good idea

#

shooting from eye is wonky in this kind of perspective

gaunt lotus
#

its wonky in full 3d too for the same reason but less annoying

brave crown
viral light
brave crown
wraith comet
#

I don't know why we're doing this, but it's fun.

#

I love pinging Goober without context.

dire geode
#

also fixed player movement, but it'll be digital movement for now.

brave crown
dire geode
#

long story

#

fixing joystick movement (was bigger priority), later tried getting analog joystick next but encountered issues

but i'll give it a go tomorrow

brave crown
#

Awesome! ๐Ÿ™‚

dire geode
#

I might need guidance on the analog movement at some point, but we'll see how it'll goes

brave crown
boreal ether
#

goober, you know we was talking about textures been added to packfile, did you included Display_Fullscreen_Image event? just been scratching me head for 30 mins

brave crown
#

Bolt emitters, liquid surfaces, fullscreen image events, swap textures events, and crater bitmap

crude oyster
brave crown
brave crown
#

needed a way to see the player (and other entities) when they're behind geometry

#

also fixed up the aim angle issues

boreal ether
#

dude omg, the transparency is wild

brave crown
#

yeah im pleased with it. Applies to detail and mover brushes

#

(if it applies to the normal world, you see through the map)

#

so any geometry that needs to be between the player and the camera should be detail, basically

#

and any geo used in sidescroller levels should be rf2-style geo because then you can see through the geoable brush as the player walks through it

nimble sierra
#

Very exciting. can't wait to make some Spelunky inspired maps

#

can there be a way to zoom out so you can see more of the map?

brave crown
#

technically yes absolutely, but the UX and implications on mapping come into play there