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Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Tue Oct 13, 2020 7:40 am
by l3lessed
I wanted to mess with a new idea, as bug smashing was getting old.

I officially have a particle emitter setup for basic weapon sparks, including the particles emitting a tiny amount of light as they travel and disappear.

When you successfully parry an enemy, it will emit a small spark or two to signal the clash of metal on metal at high speed and force.

Have to play with it some more and mess with the textures I found, but particle emissions for combat are a go.

Next up, particle emission blood for enemies. This can be used to also create dynamic enemy damage effects, like continuous bleed when low on health, or random blood splurts when wounded only minor. Just grab the attacker from the formula helper, attach the particle system to them, and then kick it into motion.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Wed Oct 14, 2020 1:12 am
by l3lessed
bored, so spent the day digging around and messing with particles more.

We now have fully meshed, emissive, light producing, trail creating 3d particles.

Right now, I used it to make a nice looking, glowing, changing metal spark. It shifts from white hot to light yellow as the particle dies, and emits a faint yellow light that can be seen every now in then in dark lighting.

Here is the video:


I'll use this to create some basic particles for hitting terrain. Will have it shoot out a few dirt/rock meshes when the player hits the terrain.

I will probably also replace the blood sprite at some point with 3d blood particles and injuries that bleed over time for you and your enemy. Long way out though to this.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Wed Oct 14, 2020 4:08 am
by imsobadatnicknames
I tried the last commit. The issue with the left wereclaw seems to be solved, but now for some reason the game considers my character to have her wereclaws as weapons even after she's turned back and has her bow and saber equiped. If I try equipping or unequipping weapons they flash for a moment before the wereclaws appear again. I'll attach the save.

The particle effects sound neat, btw!

I understand if fixing bugs is getting old. The workload for this mods seems pretty massive, so it's probably for the best that you want to get away from it for a while and focus on something else :)

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Wed Oct 14, 2020 6:05 pm
by l3lessed
Found the bug. It will be fixed and pushed in the next day or so.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Thu Oct 15, 2020 5:09 am
by l3lessed
Pushed my updates to repo.

Spent the afternoon using what I learned about particle systems to create a particle system constructor class. Once I build it up more, I will probably share it so other's can implement particles easy into their mods. Just use it to grab and setup the different parts of a particle system and then tell it to return the system into a blank particle system object, and you now have a completely constructed particle system ready to be attached and played at any moment.

Believe all game breaking bugs are now fixed with official werebeast done.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 16, 2020 2:23 am
by l3lessed
Fixed weapon alignments. I think all major bugs and issues are resolved now.

Also, updated particles a little more. Now, the sparks will fade from a bright white, to a yellow, to a deep glowing red as the particle dies.

Will push to Repo next day.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 16, 2020 5:49 am
by l3lessed
Pushed to repo.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Fri Oct 16, 2020 2:02 pm
by King of Worms
Very nice progress, I look forward the day all the modules fit together and are easy to install for a average user to play with them. I mean, I want those advanced weapons

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Sun Oct 18, 2020 2:03 am
by l3lessed
Thanks.

Also, found a new bug. You can't equip two handers because of the offhand weapon check. I'll fix it soon.

I spent some time resetting up animation smoothing code.

The concept is pretty easy to understand now I have all the tools in place. You have to figure out the offset distance between each animation frame, hook that into a lerp calculator and then tie the lerp calculator to the amount of time passed in the specific frame being rendered. The good thing is once the number is found, it works for all frames because the animation time is a constant.

Now, no matter what happens, the animation will smooth, regardless of FPS or attack time.

However, I have to redo some things as a result to ensure everything lines up.

Re: [MOD]Ambidexterity Module (Shield Module Branch)

Posted: Mon Oct 19, 2020 3:54 am
by imsobadatnicknames
Heyoooo! I tried to play with the last two commits that you uploaded to Github (three days ago and four days ago respectively) but it seems like you built it for 10.24 again, or something along those lines happened, as the mod has gone back to not doing anything when activated in my 10.26 install.

The last one that works in 10.26 is the one you pushed on October 12