#Alpine Faction
1 messages ยท Page 7 of 1
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?
that would happen if you were mid reload but not yet at the point in the reload where the ammo count changes
i don't think thats it
because it happens in caves, with the smg, when you are 100% below the cap
you can also go up above 16 ammo in admin
like that is not the cap
hm. Can you record it in a time you're not undercover
sure hang on
the undercover state changes a bunch of weird stuff that i dont fully know about yet
so somewhere else would be more reliable
Undercover does exhibit a ton of weird behavior from my various weird tests. What's some stuff you noticed?
Not being able to pick up weapons other than pistols (despite the game clearly being built for you to do so, given the pickups in the guard stations in admin) is the main one
@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)
I have to wonder
You think they tried to retro fit the option the cancelled it
unless it was just
good continuity
to have the guns there
there was a lot cut/changed from that section
there's an elevator in L6S3 for example that has load level events rigged up but inaccessible
there's definitely stuff they had planned and either cut or changed fairly hastily
so i just wonder if, they thought about it
as in, reapplying the lack of stealth as an option
and just never comitted
I will, but not for a couple days still. ๐
i'm not sure that the weapons in that area not being grabable is actually a bug though
thats what i mean
it makes some design sense to have them in the armory for $lore and not allow the player to take them
i wonder if it was just good continuity
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
Sure no worries ๐ I won't send you a build now then because it'll probably have changed by then ๐ but let me know when you're ready and I will
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?
i mean it is a bit of a tease ๐
to be fair
its kind of ok on the 3rd level
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
but ofc, its just a replica of the first 2 levels so, its probable just a copy paste
I always thought they placed them there as props?
team prop vs team bug conspiracy
the truth is that john slagel fucked that map up in the code just to fuck with everyone
imagine ๐
I am choosing to believe in the retro fit
But also the continuity
it was already planned but im 100% sure once they'd decided force steahlth was bad they atleast thought about retro fitting the option
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.
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.
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.
Which just so happens to be the amount you picked up.
@brave crown I think that's the issue, above
this would make sense if it was a consistant problem ๐
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 ๐ Those blue pieces are fullbright and work, but the screens don't work O.o
yeah looking at the video, i think youre probably right. Will look into it ๐ Thanks!
to confirm @desert crown that video was on v1.2.2 yes?
yep
both the admin one and the caverns
both 1.2.2
Could be down to timing, or something specific to the situation. Both weapons have "custom" second fire that alters the gun, so may be due to the way it is applying that logic at the time.
i don't see how that affects anything given it doesn't apply to the alt fire
Either way, numbers wise I'm 99% confident it's due to the time it calculates is ahead of the pickup.
What I mean, is V may have decided to pre-calculate due to the way the guns function, I'm not sure.
its just extremely inconsistent, except for the undercover, that one is constant
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?
no
this would have surprisedme (in SP I mean - in MP it happens all the time)
alright I think RF2-style geomod and breakable detail brushes are ready to go ๐ฅณ
i mean i personally love the little bounces the broken pillar does ๐
lol
i mean its kinda dorky, but it's using the stock game's physics for separated solids haha
๐
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
I'm super thrilled with out well the fragmenting of breakable detail brushes works
real-time fragmenting of brushes the mapper put in the level is pretty great
those little spheres on the ground are brushes made in RED, not meshes from Blender, in case that wasn't totally clear :p
it's not pre-built debris
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 ๐
Neat. I'll try to do that today if I can.
Hmm is there an invisible apc there? its still to come through the door. shadow looks like it
๐ฎ
There is one there but it's hidden. Interesting that the shadow filter is picking it up
settings are set at 5 for r_shadowdistance r_shadowquality
thx
also when you pick up bodies, the corpse shadow still remains until you throw it down
thx, appreciate the feedback, will look into those
that can work as a crime scene body outliner lol
turret heads appear darker?
this i expect will be handled by the new lighting
same with CCTV camera
the camera entity you mean?
he's too far off the ground :p
had issue clipping into sub while exit, working now though.
also sub interior at teh bottom is out of frame?
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
yeah this is because the cockpit mesh was built for 4:3 :p it's a side effect of widescreen FOV. Could be fixed but it would make it look really stretched - IMO it looks better as-is than it would being all stretched and skewed
level far clip is screwed ?
appears on while on the inside and outside of sub
cutscene shadow remains after scene
thats probably the same as the APC - entities are still there but hidden
split shadow on jeep, dont think there is anything you can do with that though
also noticed a not critical bug while in heehoo mode, shoot then push crouch put the gun in a cycle loop
thats interesting lol
wait hang on
i think youre out of the level there
the ammo isnt going down
does it with other weapons
something to do with heehoo, no really an issue im insdie the level when it happens
As I expected, the new lighting has reduced performance on my end.
I'll just accept the fact that my PC isn't built for this. ๐ฅฒ
yeah unfortunately it really isn't a surprise that the performance is worse in D3D11 for you ๐
You should be able to get back to the way it was previously by turning off r_meshlighting, though
Yeah I did get the performance back with turning it off.
On the brightside, the shadows seem to work without causing any drops. But they are still DX11 only, where I have transparency/ underwater fps drops. ๐
there's a mesh in your holes
so what am i missing here, is there a reason we're just deleting faces and making holes? ๐
every one of the tools I use in this video (other than moving verticies) didn't exist before now
ohhhh
face delete, delete ext, split, flip normals, and vertex delete and bridge
well it could be depending on what you're doing
creating holes in air brushes probably not lol
but creating holes in detail brushes used for terrain or objects or whatever could be very useful
there have been many times working with strange geometry (like when doing terrain in Kava) where I wanted tools like this
I expect so :p
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
could you add the functionality for the double tap of G to slide vertices 
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
hm?
hang on
isn't that extrude
nah one second
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
This is very cool. Gives way more control
Also if I ever get mad at my design, I can just punch a hole in my level on purpose 
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
so it's axis-aligned movement plus merging verticies that occupy the same location?
Its more than axis
its between whatever vertex its between
so it can go in whatever direction, towards the vertex you move the mouse to
Its local axis of each vert, so it holds its local vert shape
oh I see
uhh
but wait, excluding the vertex merging piece because that's separate, can't you already do that in red with local coords? ๐ฎ
If you have a 45 degree angle, it will let you push and pull a vert along one of its lines
Yes
The double tap g thing is just super convenient. It auto selects local axis and merges verts that overlap
well im not as familiar with the vertex tools so, i wouldn't have remembered that ๐
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
^^
yeah im far more concerned with functionality currently rather than hotkeys ๐ 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
sorry ๐
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
Edge Slide is the same thing but for edges over vertices
can move it in the directions between its neighbouring edges
I intend to make properly fixed cockpit meshes that don't stretch.
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.
Will also be working on finally fixing the silencer mesh.
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?
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 ๐
Roger dodger. Will get on that once I finish my Sven project. Or at least am basically finished.
Redux is insanely useful, might I add. You just spurred me into finally learning Blender properly.
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
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
The animations being in one glTF would be a time saver, but having them in different ones right now isn't a bad workflow at all. I have had an excellent time with it minus a few problem meshes that I don't fully understand why they're a problem. (Just UVs). The tool works very well and is easy to use, that's the important part.
It might honestly be one of the easiest command line tools I have used.
for multiple anims, I'll probably just make it accept a text file with anim filenames, one per line
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.
That sounds logical and easy to me.
uhh hello i am on the board for multiple Big Gunk vendors and we are lobbying for more chaos
:>
hey while your at it goober, you can fix the bend tool so i bends to a mirror like position that stays on grid.
I'm excited to try out the new stuff. RF2 geo-mod will be a huge boon if used right by mappers.
you mean how if you bend a grid-aligned brush 90 degrees the end of it isn't aligned?
Nice!
best thing is i think u can't even use it wrong, really
you could set up geoable brushes and then set the hardness to 100
... which still wouldn't work out "badly" I guess, it would just be pointless ๐
Right lol. I mean more so taking the time to use it and use it in novel ways.
It's easy to get stuck doing what works because it's what you're used to.
yes this
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
well brush mirroring in-editor is working now
and savage lands looks very strange mirrored lmao
ESAB
at least it's something. just flip the sign textures and voila.
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?
using some kind of code?
Yes, Alpine's code is in AlpineEditor.dll, which gets injected into RED.exe through the Alpine launcher
so like you crack that dll open, then put new writting codes?
Ever since Alpine went out, i personally believe it heavily made Dash obsolete.
the AlpineEditor.dll file is where the code I'm writing exists
Don't tell me you took rafalh's job now. lol
rafalh works in JVM professionally - I definitely have no interest in that :p
Java virtual machine?
yes
what does he think of Alpine personally?
It's really not for me to speculate as to what someone thinks, especially someone that I haven't spoken with many months
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.
Duke once told me he was never interested in programming longer than he should.
got overburnt with requests
but that's just me.
i expected object mirroring to be more difficult if I'm honest ๐คท lol
now there's a "Mirror" button in group mode too, which mirrors both brushes and objects
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.
Actual ninth circle of hell. Will never envy a JVM enterprise dev.
Gotta respect the commitment.
Wow. That saves a lot of time. Good thing you're coming out with bangers right when I'm interested in mapping.
mesh objects are coming along
texture overrides for skinning
Me on my way to make a ridable Capek
As Orion, right?
mesh objects now have 3 different ways to play anims on skeletal meshes
So, you could use this to basically make fake entities, right?
sure thats one use case yeah
I can see a lot of cool use cases for that.
lol
i can think of a lot of annoying use cases...
map full of ghost/fake players that waste your time
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.
all good points lol
it also means being able to use skeletal meshes with scripted animations in MP
would make RF Revised look better
yea
Can fake a battle without miners immediately dying
RFGN 200 museum can have an animated gigantic elite guard
and placing static meshes without needing hacks like swapping meshes on clutter objects
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.
right but you saw it with volition
keeping a miner alive for 5+s is an impossible challenge
atleast now, you can do stuff
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.
There is only two problems with having AI fight each other alongside the player.
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.
no that is true
its why volition did a bunch of quirky things to make them do things
like the cup beside the elevator in maintenance ๐
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.
And it doesn't matter their friendliness setting.
its not just the player you know
They will hostile anything that grazes them
something i do in the speedrun often is shoot the merc in riverbed that goes to throw a grenade
if i clip him in a cool manner he turns around and grenades himself
if i dont usually he just grenades the ground infront of him or w/e
BUT
he spooks the other merc
merc will shoot him first
That's pretty fun lol. I do enjoy AI infighting at times.
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.
Kind of like how Barney in Half-Life will only turn hostile towards you if you repeatedly damage him.
right
you could go the extreme route
build the map in blender
animate the characters doing thing as a whole scene
put it back in RED
everything happens planned
but thats alot of effort
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.
well
the doors are opened
now with VFX
we basically have everything once again
we're back in control
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.
We now can do basically anything we want.
its an exact conversation i had with Vel today ๐
Not to mention, the ability to mix RF1 and RF2 style geo-mod is crazy.
true
i almost got .bsp importing functional but it's kinda shitty still
something to revisit down the line
Ooo, that's neat.
He almost got claude to fully give him an RFL that works 
well - claude one shotted a straight geometry conversion, but a straight geometry conversion isn't really usable from bsp->csg
you need to parse and convert it
Would parsing .map files also be on the table, and any easier to do since they haven't been compiled?
probably, but since those are so few and far between in comparison i didnt try
oh from XIII?
yeah
that's from Unreal lol, it's already csg
converting the geometry would probably be dead simple. The static meshes are the trouble there
UE2/2.5 (which XIII used) relies heavily on static meshes
Actually you know ๐ค
@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
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
what about ut2k4?
ut2k4 uses .ut2 map files
sod 2k4
okay
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
Listen i was excited a year ago when you told me u wanted to ๐ญ
just realized we're in alpine lol #1376912225578647592 is the better place for this
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?
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.
Apparently the Unreal importer script is more complete too and also does the lighting.
You have more Unreal Engine experience than me (I have none) so I was curious.
Nah you're good lol. When the author was making the scripts, I think 2.8 was still in common use.
ah
It was made for a project to port Rainbow to Unreal Engine.
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.
Just timing i guess cuz of the sven co-op parts XD
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.
good for you though
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.
Also, welcome to the server! ๐
@visual ether awesome! You should PR your changes over on GitHub though so they can be reviewed and everything ๐
animating meshes in MP has far more applications than two guards laughing at Orion dying over and over
Is it possible to also set the material for when you shoot it?
that could be done with an event, though it would be a bit wonky with replication in MP. Having it apply locally would be relatively straight forward
alright I think the config for this is working the way I want it to now
so now aslong as we have the mesh in the "meshes" folder we can load them in natively now ?
and visualise it
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
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)
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
What da fhuk is that thing at the end of the video
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 ๐
@boreal ether is this what you had in mind
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.
there are some things, but a lot of it is in progress :p
I want a real modern game torch and i'd love eye-trace scripting
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)
eye-trace scripting?
like where something reacts based on where you are looking
Neato. I think what I like best about how you work is that you don't make people feel stupid for asking questions or giving suggestions.
So it makes people actually want to engage with you.
oh gotcha
right
its just another thing that someone would take advantage of
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
you can't crosshair push a statue ๐
perhaps a trigger option - "Player is looking at"
or even a new trigger type - Trigger Target
idk
Yeah, something like that. Maybe even allow a tri- yeah lol.
the idea of - if player looks away "action happens"
or if a player looks at something "action happens"
I was going to say maybe have a trigger type that triggers when the crosshair is looking at it.
yeah i can see the use case
would almost certainly be more useful in SP, horror mods as you mentioned
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.
yeah
dumb mechanic on its own ๐
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
(i say after dealing with it playing on impossible)
also now that fully new object types are viable, there's a lot that can be done with that
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?
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
Oh, that was disabled? Huh.
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
So, how does that command fully work then? Does it retain the player's inventory when switching to and back?
if my memory is right the inventory is separate to the entity type
Wow, Volition actually decoupled something?


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.
im so down to play the whole game in 3rd person now so ty for that
Did he fix third person being dogshit?
Well that's still an improvement lol.
how is that weird O.o
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.
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
i do wish i could control its position
and a collision trace
trying to shoot with my head in the way is shite XD
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.
hahahahahaha
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
yes, the way the scene was meant to be watched
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
god's a huge fan of looking at the ass end of the submarine, apparently
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.)
Goober you're falling off.
I recall making a video like this ~15 years ago and then IGN featured it in some random article lol
got like a billion views
lol that is amazing.
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...
i still hope for '2d' rf platformer mod / map
ive did mockup few years ago
'concept' lol
3rd person oob 
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
later nerd
hahahahahahahahahaha
yes this is actually totally doable
and probably would be really fun lol
marswars had a mode similar to that
A comical take on pac man from a Red Faction deathmatch 2d perspective. Enjoy!
lock camera, remap movement keys, set entities to not collide with players
done
oh and stop entities from sidestepping
basically delete the Z axis
retarget xhair
ohh i would love to play smth like that
lol
i would unironically make RF in 2d
would be quite an interesting thing
Red Faction: Flash Edition
BEFORE RED FACTION RTS mod/map
honestly I'm sure people could come up with some really cool maps for it
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
I want to savor the first time a new player asks what Alpine adds and we say a 2D mode without elaborating.
๐
imagine RF worms
turn based
xddddd
doing geos
crawling inside tunnels
'i gotta swap to elite guard now, he has dynamite and rope '
We just need to make RED the next Fortnite Engien
come on Goober
lets beat Roblox
lool
GTA time baby
rf lobbies
hmm that would make for an interesting game
RF in TPP ?
hmm
maybe they should do it for sequel
im just happy that Goober is considering 2D RF
continue ,
ure doing good
how hard is doing oobs ?
very
thats big spare tire
i only did one
never thought about it
is it same size as those on vehicle itself ?
or is it just a matter of perspective
does this crosshair works well ?
NOW WE'RE GAMING
i mean , are the bullets going where u aim
and no the xhair is bad cuz its on my head i can't see
r nah
i can't believe they animated him sitting there ๐
ahahahaha
I think what's funnier is that this animation could be reused with minor tweaks for TC mods to make characters sit in chairs.
๐
Hey, that's what Parker does in GoldSrc when crouching.
(I need to fix that.)
๐
what a journey this has been
or angle 2
uhhh
idk what i broke but my guns stopped working on space station ๐
to much fun with third person ๐
restarting game helped but bleh
Strange.
is what it is
Gogurt we found a bug
finally i get to see what they are doing 
a final angle for our collected journey here today 

๐
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 ๐
Yes sir !
Awesome ๐ฅณ
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 ๐
yeh thats a good idea send it over
will do, 1s
that's a man with a plan right there
Sent it over, let me know if you find any oddities ๐
@dire geode for your reference, this is the dev thread for Alpine Faction, if you wanted to talk about such topics ๐
so...i've been doing some experiments lately.
@crude oyster I can send you the build with notes and mesh objects if you wanted to check it out too
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.
๐คจ
material type is a good one that I forgot - good call on that
Meshes can't be invulnerable or vulnerable - they have no life value ๐ Clutter should still be used for those sorts of things. Mesh objects are just meshes. No life, no killing them, no debris
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
I see.. but what if I want custom animated clutter that can be destroyed? ๐
Actually ๐ค 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.
proof of concept stuffs, primarily preps for Gamepad support.
i (sorta) got SDL3 library working, but again, that's a proof of concept thing. https://github.com/AL2009man/alpinefaction/tree/SDL3
Community patch for Red Faction (2001) with modern features and many bug fixes - AL2009man/alpinefaction
The only way to set the material type of a clutter is to use a clutter that already has the material you want with switch model. ๐ Being able to change that and other properties would be nice with switch model. But if this new event could be a all in 1 replacement for switch model, then wouldn't really need any other events to change clutter properties.
Interesting - the idea of adding proper gamepad support to alpine is something I'm definitely not opposed to, but it's also something I know very little about
Well, meshes could in theory, in addition to the use cases I had in mind, basically be a DIY clutter maker lol
Let me cook something, hang on
(for reference, Switch_Model still works on mesh objects if you need to swap the mesh though)
well good luck with that! nice to see more people contribute ๐
i am far more "familiar" (read: claude and gyrowiki) with gyro controls (i have added it on a separate sourceport, still pending pr) than gamepad stuffs, my hope is to gauge interest and see if someone's willing to do the heavy-lifting.
but if you wanna learn more: I would suggest doing research, and maybe reference other sourceports.
buuuut SDL is capable of keyboard & mouse inputs, too. (in case you wanna replace directinput with it instead)
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)
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
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
should also allow us to do more advanced feature down in the line. think rumble/haptics (not to be confused with dualsense haptic feedback), rgb, touchpad, etc.
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.
@crude oyster this needs to be improved but ya
Awesome! Can the animation be triggered somehow and have the mesh in a static pose until that happens or does it always have to loop?
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
Ah kk, that works!
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?
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
So this can be used to select a v3m and in that case wouldn't need to worry about any rfa file?
yes, it can use v3m, v3c, or vfx
(vfx has no collision support though, so no bullet impacts/damage)
Awesome! ๐ฅณ
where is the download ?
I DMed you it
ah
The visual of Orion just fucking exploding like in a Spongebob episode is so funny.
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
Hm, I might just remove the cancel button on the note properties. It saves automatically so just a "Close" button probably would be better
another proof of concept test, this time: features Controller Support...which is partially working but left stick movement does not work.
ok i think this is good
Interesting! I'm going to bed in a sec but I'll take a deeper look at this tomorrow
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.
Ah ok. Yeah those 2 issues would definitely need to be handled before a merge
@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
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. ๐
- 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. ๐ค
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. ๐
Well, it plays whatever's in the anim file, so I guess those anims are meant to be blender with other ones ๐
- I may have broken this, will investigate
- 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)
- Can do these as aliases, good call.
- 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 ๐ )
- 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 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
there is not, no
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
oh..
it could be handled the same way I handle MP spawns in Alpine, theoretically
(that is - rewrite the level load function for the climbing regions chunk and come up with a brand new way to handle them)
it's a bit of work but it is doable
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
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
right ya
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
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
put toggling/moving climbing regions in the alpine issues as a feature req
its something im totally down for doing at some point
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
do it in a bit 
@brave crown i assume push regions are the same?
i know they can be toggled
but can they be moved?
ah ok
with Anchor_Marker or Anchor_Marker_Orient
just the way the debug command works thats all
(alpine specific functionality, they never could before)
ah nope
look at DM-RFU8-ETD.rfl if you want to see an example of a push region moving with an anchor market
Could we do it before
I disabled it in SPCTF
with dash faction
could we move it?
#1376930844597551146 message :p
that'd be good enough tbf
same with particle emitters
if they act like push regions but need the AF functionality
that way they can be toggled
?
sorry im not clear
are you talking about climb regions now?
Climb Region should act like Push Region in the sense of being able to toggle
climb regions are not like push regions, no
its a region yaknow
climb regions cannot be toggled or moved, stock game or alpine
push regions can be toggled in stock game, toggled or moved in alpine
region != region :p
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
๐
well not technically but yeah I'd make it appear this way when mapping :p
๐
- fixed
- done
- done
- I think this is just a side effect of colliding with a skeletal mesh while it animates
- out of scope for this, really. But coming up with some bulk conversion method for existing maps is pretty straightforward, can be figured out after the fact (this is probably 20 minutes worth of work in redux)
DONT DO IT
BLASPHEMY
@brave crown please ...just fuel that creative spark into RF 2D instead !
leave ladders alone

Sorry bud
i got a place a ladder
and then unplace it
respectively
when you are on it ideally

oh relax
im calling unesco or smth
we should enable fall damage
and team damage
would be really funny
rail team damage should redircet to the shooter, though
team damage is actually funny in that way cus u can grief ur team with fusion, too
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
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
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
too many maps just wouldn't work with fall damage
ET fully redpilled me on team damage
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)
then it makes sense
yeah that would probably work
That would make climb regions very important
i sense trolling
moving a climb region on a micro map
fall fucker
๐
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
GlaDOS Wheeeeeeeeeee
<splat>

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
lol
actually no, that wasn't rf, it was for smash mod
10/10 purple sphere
also been doing yet another proof of concept. this time: you tilt with the controller.
https://github.com/AL2009man/alpinefaction/tree/POC-GyroGamepad
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.
This is awesome work, my friend. I have wanted to have some form of proper gamepad support for awhile.
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)
Nice work! I'm certainly willing to review a PR if you get one together to submit ๐
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.)
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
the main pain point for this, yes, is the UI/UX work
...and i also wanna give it the Quake sensitivity treatment
because the controls menu would need to become/show kb/m and gamepad inputs separately
and the entire UI needs to shift button prompts from kb/m to gamepad etc
depending on what's actually in use
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
plus there are bigass indicators where your teammates are
in AF
I haven't because I need to play Portal more. I know, it's criminal I haven't.
The new stuff works well! Just 1 more thing, if you set a debris mesh and an explosion vclip, it doesn't seem to create the debris anymore. Delete the explosion vclip and just have the debris mesh and debris are back. ๐ค
What does reload textures do? ๐ค 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? ๐
@crude oyster can you try using one of the vclips the stock clutter with debris use
That is the case, but I've noticed it doesn't update the texture mode sidebar right away. Texture browser shows them though
Also doesn't seem to update on the surfaces its applied to. Still just default texture until I reload RED. ๐ค
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
I opened RED, created a new texture in photoshop, dropped it in my texture folder, hit reload texture, applied it to a surface, still appears as default everywhere its referenced. Even in my texture browser it just shows as default texture. ๐ค
O.o that's surprising, I did that exact sequence and it worked fine ๐ฎ
my textures folder is 4.35gb with 1204 textures. is there a limit to how many textures it will reload?
mine was just in the main folder
Hm, interesting. Maybe I can improve that flow a bit
But good to hear that the rest of it works well though ๐ the other stuff is far more useful than reload textures anyway haha
Just tried with an empty texture folder and 2 new textures added. Only 1 of the 2 showed up after reload textures. ๐ค
Tried with a subdirectory and again they both just say as default texture. ๐คทโโ๏ธ
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.
did some experiments regarding camera angles.
I got close to succeeding, but got hit by roadblocks in terms of replicating the same quake sens, for now: it'd be shelved.
the good news is that linear pitch patch now works for gamepad camera inputs.
for now: i'm satisifed with what i set out to do, I'm hanging tight and play the waiting game. ๐
Are you planning to fix up the outstanding issues and PR it over? ๐
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)
If it's something you want to take on, certainly feel free. Happy to review any PRs you want to send over ๐
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
done, don't merge it ASAP, best to review and test first.
https://github.com/GooberRF/alpinefaction/pull/292
largely a band-aid fix inorder to ease the implementation of new camera inputs in the future
Just want to be sure I'm not missing something - is it simply taking the existing code in the linear_pitch_patch and breaking it out into a helper function?
yep, makes it easier in case the gamepad camera comes first before camera angles
you can tell which one gave me issues. ๐
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
I totally get why this change will be necessary at that point, but honestly this refactor is so minor that I don't really see much purpose until it needs to be called by something else (like a gamepad hook)?
Given how minor this is, I think it should just be part of the larger gamepad support initiative
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
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
But that's the thing - it's not actually an issue currently ๐ 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 ๐ So you can break it out into a helper function at that point
heh, understood
i'll need to figure out how to get camera angle first, or just make it separate from gamepad camera code.
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?
The function at 0x0049DEB3 is what simulates mouselook rotation, if you wanted to look at that in IDA/Ghidra. It sets the values in player->p_data.orient and player->control_data.phb
right now, I'm leaning towards the latter. the good news is that gamepad camera (both joystick and gyro) now does linear pitch, you can review the current setup right now.
https://github.com/AL2009man/alpinefaction/blob/POC-GyroGamepad/game_patch/input/mouse.cpp
Yes, Alpine works great on Linux (via wine)
still happy with the current gyro camera setup. ๐
it needs a bit of fixing up around the edges for sur,e but it's good to hear it's coming along ๐ 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
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 ago๐
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
Thank u for the info..
I'm kinda newish to modern linux. Last time i used it steam wasn't compatable (u had to use wine back then) So i'm kinda redescovering how things work.
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
i'll compensate with this commit for now, this will include the gyros stuffs.
https://github.com/AL2009man/alpinefaction/commit/dafc0db264f674772c850ca9799923c8368b3161
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.
holy shit! i would love a top down shooter option just like the game shadow grounds
is this what you tried? it seemed to work fine ๐ฎ
seems like it could use essentially the same logic just with axes flipped lol
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
always dreamed of that
i cant think of a top down game since GTA2 that is actually straight down lol
lol
they're always like 15ish degrees off of vertical
so you can see your character jumping for instance
shadowgrounds and alien breed
Your video doesn't show textures not appearing then appearing after hitting reload textures lol. ๐ This is what I'm doing and the button just seems to do nothing for me. Guess it's a YMMV button? ๐ค
WOooooooowwww
and ive put work too and made commemoratory ai slop crap :
with bug in title apparwntly
#RF2D hypeee
Ahhh ok I see the difference - you switch to the category and generate a preview for the texture before doing Reload Textures, and then the cached copy of that image sticks around. If you do Reload Textures before trying to find it in the category (which caches a version of it that isn't loaded), it seems to work fine
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
had a slight issue with aim direction in the previous video (applying tan incorrectly, yay lol) but it's working now
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
that's interesting - if I had to guess, probably tried to write partial data from memory during the level transition save (which technically uses the same savegame system, just doesn't write it to file)
i do have the video if necassary
Not really something I can conclusively diagnose either way, but it would make sense if that had happened
but yeah
@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
lol side scoller works nearly perfect in MP and I didnt even need to change anything, that's always nice ๐
probably need to force off the player name display when you stare at another player though for obvious reasons
Ok i would be super pumped if there was a 2d map at game night ๐
would be horrendous to try and get for Game Night Footage but
would be fun to play
this is how its configured btw
in retrospect, that should probably be "Perspective" lol
As some others mentioned topdown view would be interesting
Eh idk
never was a fan of top down or twin stick ๐
but if this works id personally try and rebuild the pac man map
2D platforming ftw! Reminds me of 2D type from Mars Wars mod lol
Lmao
what a schemer
Ok but imagine how funny its gonna look when he ladder glitches in 2d
its wonky in full 3d too for the same reason but less annoying
this is pretty funny lol
@brave crown
@viral light
@brave crown
I don't know why we're doing this, but it's fun.
I love pinging Goober without context.
made progress.
also fixed player movement, but it'll be digital movement for now.
why, out of curiosity? was that your intention?
I ask because at least in theory analog movement should be entirely practical
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
Awesome! ๐
I might need guidance on the analog movement at some point, but we'll see how it'll goes
for reference, physics_simulate_entity at 0x0049F3C0 is where velocity and such are applied based on movement input, so that's a good place to start looking when it's time
oh imagine 2d rf railgun potential
soo nasty
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
Yes
Bolt emitters, liquid surfaces, fullscreen image events, swap textures events, and crater bitmap
Just came across a DX11 bug. Seems when you have super dense high particle counts, they start to strobe in DX11 but not DX9. ๐ค
Thx for that note, will have to look into that. Initial impression is that it might be the lighting not applying on certain frames though im not sure why that would happen. Will need to see
:p
needed a way to see the player (and other entities) when they're behind geometry
also fixed up the aim angle issues
dude omg, the transparency is wild
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
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?
technically yes absolutely, but the UX and implications on mapping come into play there


