Side note. This validation was modified, it doesn’t look like this normally. The two sweeps at the front are not present, at least not for this specific validation
Posts by Radai
This shape reminds me of the final boss from Otto Matic. My childhood.
The actual full backstab validation check is summarized with this picture.
I won't explain everything now, I'll make a video about this. Suffer looking at this monster with me for now
Pursuer's grab sure does take a huge amount of space for it to validate. I'm surprised
Yui gave me a way of loading arbitrary character resources. This is getting out of hand fast
Finally figured out how the game decides if a backstab attempt must fail or not! This video just showcases DebugManager debug drawing of this system, I will make a video explaining the whole grab system in the next days.
www.youtube.com/watch?v=3qFX...
Just realized I posted a very non descriptive picture. Here's the original grab zone, the previous one was modified by me
Here's a YouTube video showcasing the grab zones for DS2
www.youtube.com/watch?v=q_1B...
DS2 grab zones. Overly complicated, as usual for DS2
I’ll need to look
The max poly count for a model?
DS2 has some interesting debug characters. These are some of the debug player presets leftover in the game.
Yeah. For the few attributes in the few params we still have to map, this makes it so much easier
I should mention that there’s still an issue. When you go back ingame after having already done that once the game crashes so it’s not really usable right now
Finally managed to fix save corruption on map selection!
You can select the starting class and NG cycle on selection!
And while I was at it, I added some more options that work both in this mode and in the normal game, such as Invincibility, Undead, Auto Parry etc.
www.youtube.com/watch?v=eSug...
You’re welcome :)
I’ve never used it. Most people in ServerName say they look like Windows XP
You can select whatever param is loaded by the game, edit it and export as csv
Yes. This param is mostly not used for the player, it’s necessary for NPC a player characters though, they do use these
IN ENGINE PARAM EDITOR! I've always wanted to make this
Target positions! There are a lot of targets in a map, there are 5 different target types:
1. Characters
2. Map
3. Events
4. Bullets (never seen them)
5. Generators
Alluring skull is interesting cause it creates a dummy character target.
Ai logic logger! (ESD logger. Can apply to map events too)
It seems we’re stuck in a loop. I guess don’t stop inspiring me then :)
AI path finding! I've always wanted to do this, but I never managed to understand the system... until now.
@illusorywall.bsky.social last video inspired me to look into this some more.
Morpheme Editor can now be used to run the .nmb network. You can switch from animation browsing to network simulation using an option in the menu bar.
Finished modifying morpheme 4 so it matches what ds2 uses. I can now run ds2 networks and preview them as if I was in game
The ABSOLUTE mess that is the main state machine for c1020. Holy shit, I definitely need to figure out a way of sorting states automatically. If anyone has ideas, I'm open to suggestions
It’s still going. It’s been 15 minutes.
I wrote code to create and display the morpheme network layout for an NMB on screen. It produces coherent data, but there’s only one… little problem.
I’ve been staring at it processing c0001.nmb for the past 5 minutes. This is very slow for large networks, and I’m not sure I can improve it
Me, casually reading the Morpheme documentation and finding out that morpheme itself exposes the backend features to create nodes.
I've been up writing a framework for generating an mcn for the last 6 months, and now I figure out I can just use connect scripts to do what I need! :)
Please kill me