rebel1324
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Posts posted by rebel1324
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* Version 41.71
* Singleplayer / Multiplayer
* No mod
* New Save
* Reproduction steps: just shoot fast while standing still or moving
1. animAngle does not change in aim state.
a. but animAngle changes when its in turning state.
b. shooting replaces turning state thus, rapid fire create strange jittering in rapid fire cycle.
2. animAngle does changes in strafe state.
a. because of this, unlike aim state, strange jittering is not happening in strafe.
Affected Gameplay Experience:
Inconsistent accuracy
Unresponsive User Input
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Aim
Strafe
[REQUEST] More useful lua bindings / methods for modders.
in Mod Ideas and Requests
Posted · Edited by rebel1324
After pushing the boundary with this game, I found that a lot of potential is just laying around but not or can't be utilzed due to some conditions.
It is the mixed between rant and request at the same time but pardon me.
I'm willing to add more and some of examples what it can be like. (it takes some time to figure how to upload videos / images unfortunately.)
Please use this hardcoded name as a blocklist to protect the vanilla font instead of allowlist.
Adding glowing fonts (with bitmap font magics), Nice Shadowed font, Font Icons (Icon Atlas instead of loading heck ton of icon file) etc.
dynamically rendering 16 sheet or 4 sheet of multi angle sprite sheet would be good
because the projectile can spin when it got thrown.
can be utilized to rocket like projectiles
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Standardized Vanilla UI hooks/events
Currently there is TOO MANY monkeypatching to override the vanilla UI.
This should be stopped. We need standardized hook or event to render the default ui hooks/events to ensure more compatiblity between the mods.
Consistent Weapon Methods / Properties
Checking weapon's current ammo with two Java interface call is bad idea. (at least for me)
There should be a one method that calculate how many bullets are in the weapon.
Strange Inventory Events we need more specific events for inventory.
OnContainerUpdate
is absolute performance garbage because it get called everywhere and everyone thinks this is a good way to use this for every single inventory caching / event detection.There is no useful hook for detecting inventory transfer.
We need more specific inventory transfer code.
OnTransferItem(entity, fromContainer, toContainer, items)
OnUseItem(entity, container, item, action, params)
OnDeleteItem(entity, container, targetItems)
more events like when the container targets get changed would be good.
Lack of event handler managment
How am i going to remove the event? The event should be added with
Event.SomeBodyOnceToldMe.Add(handlerID, callback)
so we can remove it later with
Event.[].Remove(handlerID)
Current structure is extremely cursed. There is no way to recover accidental event register spam.
Asyncronous I/O
I know code should be thread-safe in order to be asyncronous. But, if it's related with File IO or Standard IO, in terms of lua - to prevent additional performance loss I think implementing async feature for print would be nice?
I saw so many mods are abusing print feature and making debug build so god damn slow to start a new character.
Local HTTP API Server for ease of debugging
Or at least some sort of unix socket please. I'm sick and tired of pressing buttons. Maybe auto reload with file watcher?
Tbh in-game console is good enough but it is really hard to inspect the big data. Here is the hack im using. https://pastebin.com/A1s1uPHu
Animation is inconsistent, restrictive and not controllable.
Idle aim animation is cursed
https://theindiestone.com/forums/index.php?/topic/54177-4171-shooting-animation-jittering/&tab=comments#comment-354273
Pistol animation is not going to work with full auto.
This means pistol's attack rate is tied with animation. Combat Animation should be layered with State and Event.
Event animation should be instantly replayable.
An animation set source file is absent.
I wish i can make dual pistol anim set but there is no good source to begin with. I really don't want to mess with anim system without source files (since the animation has root transform.)
There is no way to add additional moveset (i know this is kinda good if its there.)
Like prone or roll. You can add something like action but that's not really going to work.
From lua interface, there is absolutely no way to play with current weapon system.
i know its hard but maybe vertex / skeletal animation for attached model?
this can be used for something like pistol slide. Vertex animation means shapekey animation in blender. (This animation feature should only work on player to prevent lag)
animation can be done with vertex shader too (... this is more harder)
Adjusting attachment position or giving some sort of additive vector to attachment
like, when you have something adding (0, 10, 0) to position of attachment "muzzle" something like this. (ofc this should be calculated when the attachment model get registered on the model)
All weapon part should able to get more status, For example:
if i make Folding Stock Part
player should able to change weapon part moddata or state or whatsoever. (its kinda possible now i guess)
the model for weapon part should changes based on the Folded, Extended state stored in weaponpart
weapon part should able to change the weapon animation set
Lack of additive / emissive shader feature
Laser, flashlight etc. This can be great if it's combined with rendering feature suggestion above.
Weapon attachment code is very restrictive and cursed
HandWeapon
WeaponSlot[]
WeaponPart[]
This can be used to melee weapon too
HandWeapon
new WeaponSlot("Grip")
new WeaponPart("LeatherGrip")
new WeaponSlot("Base")
new WeaponPart("Nails x 10")
new WeaponPart("Chain")
Feature for weapon rendering
addModelAttachment(id, model, params)
removeModelAttachment(id, params)