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Wavebend's modding worklog


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#51
ThatBruhYouDK

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Damn it Wave...don't do this to me..I might have to reinstall to try some of these out if you actually go through with it..I will hate your forever xD
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#52
Wavebend

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Damn it Wave...don't do this to me..I might have to reinstall to try some of these out if you actually go through with it..I will hate your forever xD

 

I'll have something pretty cool to show very soon.. tonight :)


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#53
ThatBruhYouDK

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I'll have something pretty cool to show very soon.. tonight :)

I won't be at my computer tonight. Tomorrow night I can hop on Gamevox

#54
Wavebend

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One of the issues with the combat system is that pretty much everything is automatic. I.E. All you do is either mash your ability buttons repetitively or hold the buttons to chain the ability into its different states automatically. Timing isn't ever needed, and thus allows fail-proof chain attacking (by holding the button). And also, there is no such thing as holding an ability to "charge" it into a different state (for instance, holding/charging the firestorm ability so that it could somehow make the firestorm blast down even more meteors than intended. Usually always a set number regardless of hold time).

 

So I've been playing around this idea by reworking the archer's basic attack mechanic, by integrating a timing mechanic.

Now it works like this:

  • A short LMB click (released within 400ms), that usually would simply shoot an arrow, now branches into a fast-paced attack chain that can be looped indefinitely with good LMB timing
  • A long click LMB click (released after 400ms) will trigger a knockback shot. Notice how I'm not supposed to be able to have two vastly different abilities working off the same ability, but this is now possible with this approach.

 

This allows:

  • Each ability can now have different states, based on how long you charge it up. Abilities are mostly static
  • Adds a layer of complexity while chaining attacks, as it's possible to mess up timing
Spoiler

 

Also looking into how to disable auto-targeting, as it's quite fun to play around the archer with manual targeting (feels like a third-person shooter).. will update soon..


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#55
JiaJM98

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snip

Haha great stuff! Last night I noticed how you spent the whole time launching and crashing this game :P

Very cool stuff wave. Really appreciate it!
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#56
Wavebend

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Spoiler

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#57
Campout King

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Nice...

I notice your only on PC though :(

Any cross platformazation???? :)

#58
Wavebend

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Nice...

I notice your only on PC though :(

Any cross platformazation???? :)

Nope. :(
 

edit: Removed video as it's trash, will reupload


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#59
Silversmurf

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"Only now, at the end, do you truly understand"   :(

 

If BW had been given more time and resources for DAMP what an amazing MP game we could have had.

 

(FYI: I still thought MP was good)


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#60
Zorinho20_CRO

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@Wave,

will this be available for general public(all interested) or only for closed circle?

 

Also,have you ever considered to make something like proving grounds,but on normal maps with a choice of your cpu controlled characters?



#61
electricfish

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I hope you'll be getting in touch with DawnlessSky, Otemis, or others from the SP modding circle. The ability to merge bundles and add new ones would be ridiculously useful if it could be added to the current SP tool, even if the coding language used is different between the two.



#62
Wavebend

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I hope you'll be getting in touch with DawnlessSky, Otemis, or others from the SP modding circle. The ability to merge bundles and add new ones would be ridiculously useful if it could be added to the current SP tool, even if the coding language used is different between the two.

 

They're pretty good coders, I'm sure they know how already. Much of the coding is actually dedicated to syncing the database and such to keep track of what's imported/added...

 

@Wave,

will this be available for general public(all interested) or only for closed circle?

 

Also,have you ever considered to make something like proving grounds,but on normal maps with a choice of your cpu controlled characters?

 

From my testing, the fact that I've added new entries + merged bundles actually locks you out from being able to play with other people (you or they immediately crash if trying to load in the same game).  Therefore a public release wouldn't be too harmful. For now however if you want these mods you have to go on Gamevox and PM me from there.

 

(- No one has the tools to even change the stuff I did except myself

- You can't play with others when my mods are on, except if they have the same game structure

- None of this is gamebreaking)

 

And no for proving grounds


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#63
JiaJM98

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Spoiler

Dragon knight! Now all you need is to create a new lancer class  :lol:

 

Edit: oh and make him riding on the dragon's head would be even better lol


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#64
JiaJM98

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https://www.youtube....h?v=igaxN-qjMvU

(I don't claim this to be better, because wonky hitboxes, but at least it's refreshing to me)


Can't watch the vid. Youtube says 'its private' :(

#65
Wavebend

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In this video:

 

- No auto-target whatsoever. (Even if you see the autotargeting crosshairs)

- Knockback shot (Long LMB press) can now be aimed! :) Inflicts knockdown on hit.

 

There are a few shots where you can really see how precise you need to be on the shooting side!

 

 

edit: I know it may not seem like much, but getting this to work was a real pain in the ass


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#66
Wavebend

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http://forum.bioware...-mods-homepage/

 

Here's where you can download these mods



#67
Yung Blood

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http://forum.bioware...-mods-homepage/

 

Here's where you can download these mods

Hey, Wave, this is really great so far. Thanks again for these.

 

Was wondering though, how does the cross hair work? On keyboard and mouse. Doesn't seem to appear for me, it would probably help with aiming better for me haha. 



#68
Wavebend

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Hey, Wave, this is really great so far. Thanks again for these.

 

Was wondering though, how does the cross hair work? On keyboard and mouse. Doesn't seem to appear for me, it would probably help with aiming better for me haha. 

 

Here's my crosshair script (autohotkey)

 

https://drive.google...iew?usp=sharing

 

I was using something else for the video, but this works just fine. I've tried to calibrate as well as I can, but you can always tune it if needed

 

To use:

 

1. Install autohotkey (I've included the installer)

2. Run crosshair.ahk

3. Launch your game. Resize your window as needed. When ready to calibrate crosshair press the "Home" key on your keyboard

4. (To remove crosshair press "End" on KB)

 

You may experience some FPS drop though because it acts as an overlay.. But at least you'll be able to shoot stuff across the map :)

 

(Only works in windowed/windowed fullscreen mode)



#69
Yung Blood

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Here's my crosshair script (autohotkey)

 

https://drive.google...iew?usp=sharing

 

I was using something else for the video, but this works just fine. I've tried to calibrate as well as I can, but you can always tune it if needed

 

To use:

 

1. Install autohotkey (I've included the installer)

2. Run crosshair.ahk

3. Launch your game. Resize your window as needed. When ready to calibrate crosshair press the "Home" key on your keyboard

4. (To remove crosshair press "End" on KB)

 

You may experience some FPS drop though because it acts as an overlay.. But at least you'll be able to shoot stuff across the map :)

Thanks a lot for this, man! :)



#70
Wavebend

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Thanks a lot for this, man! :)

 

No problem, hope you like it. It's actually even more precise than my previous crosshair :)


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#71
Wavebend

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I'll start working on mobility + PVP.

 

As for reworking the basic attack mechanic, I'm not satisfied with what I did for the archer. It was definitely interesting to see how it felt to play without auto-targeting but next time I'll leave it in. I'd rework the archer again if I had the time for it, though. For now I won't be working on the basic attacks for the other classes as it takes a ****-ton of time to create/polish.


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#72
JiaJM98

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snip

Don't be too hard on yourself Wave  ;) It's not the end of the world if there is a slight delay, and I'm sure everyone is used to all kinds of delays already from lag ^_^  (including when you are hosting yourself...) 


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#73
Gya

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Dude, if you make the combat into something approaching The Witcher 3.... I might actually start playing DAIMP again...

Great job btw, I hope you've received a job offer from biower to help with DA4 MP...

#74
Wavebend

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Dude, if you make the combat into something approaching The Witcher 3.... I might actually start playing DAIMP again...

Great job btw, I hope you've received a job offer from biower to help with DA4 MP...

 

Yes, I was planning on something like that (not even kidding). Short dodge on ALT key, long roll/decoy on Space. Long press of Space to jump. +1 for Upgraded Quen :)


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#75
Wavebend

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Update #2.5

 

 

- Animation speed modifier: 40% faster idle animation speed for faster in-place turn (only way to do it as the rotational speed is embedded into the animations)

- Semi-permanent strafe (like SMITE) with auto target facing
- Custom camera on target lock that auto-rotates to keep the facing direction consistent (this is the hard one. Consoles have something like this but not PC)
- Strafe on target lock, as usual
- Zero-delay movement with custom acceleration curve
- 135% movement speed, analogous to constant sprint
- Works for all classes

Didn't go with the strafe animations from update #1 because they looked weird on the archer.
 


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