Nice to see him in-game though, even if he's a 12+ft tall giant with eyes like the void of space.
Welcome to Cheez's PVKII Funtime Class!
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
Nice to see him in-game though, even if he's a 12+ft tall giant with eyes like the void of space.
Heh, the point was to show him in-game. He's no longer that tall. I fixed that, but I wanted to show that he was coming. Because it just freaking excites me to no end to see this coming to life. Even if he moderately terrified me.
So I'm working on Bondi, right, and after crashing and crashing, I finally got him. (Thanks Felis for debugging tip!) But uh... You know that whole being able to see your legs thing? Well, that led me to find out he was a giant.
Hello again! I've been given permission to share some of the things I'd been messing around with, so here goes nothing! I do want to note though, that none of what I'm sharing is coming in the next update, but the next update is coming really soon with a slew of bug fixes and and cool updates.
First off, native thirdperson!
Now this is actually the thing that's closest to done with a minor animation bug, but unfortunately won't make its way into the next update because it's so close. I actually played the game "War of the Vikings" when it was in Early Access, and recently re-watched some of its gameplay footage. I really liked its zooming in to firstperson for weapons like a longbow, which of course I will make an option to turn that off, but I really think it helps, plus it sets itself apart from the plain old thirdperson plugin.
The other neat thing about this when its released, you can do achievements while in thirdperson! With typical thirdperson plugins it toggles sv_cheats locally, but doesn't allow for cheat commands, but achievements won't count because it thinks you're cheating. Right now I have the button set to 'Z' to toggle thirdperson, but if you guys think it should be something else by default, let me know, but you'll always be able to change it yourself! Also any suggestions would be great!
I also made... "progress" with Mr. Giant up there. He has a bit of distorted animation, but he does work normally like you'd expect him to. Obviously it will all be fixed and things are subject to change when he does come out, but I figured I'd show you guys anyway, because I am just as excited as the rest of you to see new stuff come out:
Last, but not least, the Knight Lord... While the priority for the next class is the Bondi, the Knight Lord is already well fitted to animations, but lacks stuff like first person arms, and weapons. This is him holding the archer's longbow:
So yeah, there you guys have it! Again, none of this stuff will be in the next update, but they are coming, believe me I know, we're working on it! Even though these guys aren't gonna be in the next update, it's still going to be awesome!
More damage display things:
(large gifs so might take while to load, no idea how to embed webm)
New headshot notification
Even got one for Crit Headshot
"Classic" HUD mode
Damage display will be included in 3.3. It's enabled by default but can be turned off in the advanced settings at any time.
New Character Info menu:
It looks pretty crappy right now, but will still be included in 3.3. In future this menu will have character loadouts and all that neat stuff, and hopefully a better design.
Friendly Fire improvements:
I think FF is fun, so in upcoming updates I'm trying to overhaul it by fixing the major issues and adding new features.
3.3 will have:
- FF damage reduction, server admin can config it.
- Team killer auto-kicker, admin can config limits, ban minutes, or just turn it off.
- And some fixes..
Was that all?
Ehh, I have made a lot of minor features and fixes for 3.3 that really have no significance to be shown here, I'll just post little sneak peek what the changelog will offer.
[background=transparent]- MAA can now special with all his weapons[/background] [background=transparent]- [background=transparent]Fixed cancel anim playing when switching to javelin or throwaxe[/background][/background] [background=transparent][background=transparent]- [background=transparent]Fixed ragdoll projectiles not dying[/background][/background][/background] [background=transparent][background=transparent][background=transparent]- [background=transparent]Fixed autobalance moving player on round end[/background][/background][/background][/background] [background=transparent][background=transparent][background=transparent][background=transparent]- [background=transparent]Kicks now care about object mass[/background][/background][/background][/background][/background] [background=transparent][background=transparent][background=transparent][background=transparent][background=transparent]- [background=transparent]Fixed being able to shield bash while rolling[/background][/background][/background][/background][/background][/background]
First Dog's work and now Cat's work!? Boy oh boyo boy.
'S good stuff, can't wait to count down the demise of all my foes in a more officially verified manner.
Gon be great.
No idea when we can expect him in a future update, but he is definitely coming, and I will do everything I can working at this to help make that happen.
Keep at 'im Spirrwell, you'll get 'im done.
We're rootin' for ya.
Aside from his skeletal deformities and him stroking out, he already fits right in.
A natural addition.
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you. Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
Does Bondi have its own rig and its face set up from facial animation or you using another rig from a different character with its animations/1st person animations.
Does Bondi have its own rig and its face set up from facial animation or you using another rig from a different character with its animations/1st person animations.
He does have his own rig. But he's currently using another skeleton temporarily until we get his own animations. But honestly all classes except MAA share anims, so I hope we still share animations. Right now, what we have in-game is completely done by me with Blender's auto-rig feature.
Hey guys! This didn't get shown off in today's live stream, but I know some of you LTS competitive guys will appreciate this feature literally created days before the live stream, the ability to disable specials. This would be useful for more combat based servers. So here's a video showing it off, it's not really anything spectacular, but it's just as it sounds. This video here will also somewhat show off bots and their LTS\DM capabilities if you missed it in today's livestream.
You can't gain special. Also I didn't get this in the recording, but if you have special it will remove it, however if you have a special already loaded, you can fire it, like the blunderbus special or the archer special, or something like that. I will try to change that so it cancels specials altogether, but if you're a combat oriented server, you probably will have it disabled from round start anyway.
Also as an indicator that you can't use your special, if you try to use your special you will get this message:
What, I don't remember seeing such a request. I literally created the feature days before our last live stream. At any rate, I'm sure there's a vote plugin out there that can accommodate voting for things that toggle CVARs, if not, I could probably make one.
Steam Workshop is getting near. Here's a little showcase:
Workshop:
As you probably figured it out already, PVKII is getting Steam Workshop sooner than you think. It will launch with support for add-ons (or mods if you prefer) and partially maps.
PVKII Workshop page:
Add-on Manager:
PVKII isn't just getting support for Workshop, but an entirely reworked custom content system. Simply put, Add-on Manager is a tool for managing both local and Workshop content. No need to mess with "custom" folder anymore! It also helps mod authors to prepare their add-ons for Workshop by providing features such as in-game VPK packing.
Work in progress GUI:
Workshop Publisher:
The Publisher is an in-game tool which allows authors to upload their add-on to Workshop in few clicks. No need for external tools or command line.
Even more work in progress GUI:
Now for more "journal" type of things:
Talking about what happens under the hood would get too technical so I'll save it for now. One thing I can say though is that it's a hacky mess thanks to engine limitations, so the game must be restarted to apply changes. Nothing we can do about it without engine access I'm afraid.
You might ask: But Felis, you made a post about this last year. Why did this take so long?
Short answer: Engine limitations caused lack of motivation and the project was delayed indefinitely.
Long answer: This whole project started as a random experiment one night while testing Steam API features. While I did get most of the basic stuff done in few weeks, the engine limitations really came into my way while implementing the system. The problem #1 was mounting, Source engine throws a tantrum when adding search paths after game has started. Thanks to that, most of the content will fail to mount. To overcome this issue, I wrote an awful hack that is so risky it could break the whole system if Valve changes a single thing in their Steam client. I lost almost all of my motivation and Workshop was delayed indefinitely. Just about 4 months ago I revisited the code and started working on it again after some people started asking about it (no offence, love you all). I noticed that it was also a good learning opportunity for various topics since I got interested in creating more complex game systems. The Workshop support then turned into full custom content system overhaul which seems alright so far, I'll let you decide when it releases. After all that, it was fun to realize how Workshop could actually be implemented with only a single line to "gameinfo.txt".
Thanks for reading, and feel free to ask questions.
Not sure yet if it's possible to implement a feature that downloads maps straight from Workshop while joining servers with these engine limits. So the "partial" support means that clients can subscribe to maps for local use and dedicated servers must use command line or tools to download. Will let you know if this changes.
So yeah, if you don't get what the above image is, I'm implementing Steam Controller support! However, that's technically not all. At Steam Dev Days it was announced that Valve was planning on adding support for all sorts of controllers using their own API, starting with the PlayStation 4's Dualshock 4 controller. So whenever that update comes, my additions to support the Steam Controller should easily support the controllers which Valve supports as well.
I basically started to try to add support for the Steam Controller about 2 days ago. It's actually going quite well. Most of the technical stuff for defining buttons and whatnot is done because Valve has a lovely controller config system as shown in the screenshot above.
As I said, the technical stuff is implemented. The controls above work pretty much as you'd expect. However it's still not fully supported. I will likely have to create custom menus specifically for the controller so you don't have to use overcomplicated button combinations to navigate to specific menus. I also have to integrate glyphs (button icons and such) so that way hints and such don't tell you to press a keyboard key when you're using a controller.
That stuff might take a decent amount of time to implement. Thankfully, Valve has their own renders for us to use so we don't have to create button icons ourselves, but creating new menus will take some time to do right.
There's also testing these new controller features and making sure things work properly. Thankfully, at Steam Dev Days, the few of us that went were all given Steam Controllers. (which is why I can develop for it now) So, testing should be pretty easy. Though, I doubt a lot of the beta testers have them.
So why am I doing this? Well Valve gave me a free Steam Controller, so why the heck not? But also it's been requested here and there to add controller support, and since Valve is planning to support not only the Steam Controller, people who don't have a Steam Controller will hopefully be able to use whatever controller they may have.
lol, well I couldn't figure out how to change the title. And my attempts to modify the config file based on how I THOUGHT the title would be changed broke it, so I just left it as it was. Perhaps it's something I can't set until I upload it to Steam.
Comments
Nice to see him in-game though, even if he's a 12+ft tall giant with eyes like the void of space.
Rule #1: Have fun. [incredulous gasping ripples throughout the room]
That concludes Funtime Class! We didn't have the funding for a lengthy seminar. ¯\_(ツ)_/¯
Stop by again for our next lesson: "Heavy Knight's Heaving Heart: How to Write Poetry for Swords!"
Heh, the point was to show him in-game. He's no longer that tall. I fixed that, but I wanted to show that he was coming. Because it just freaking excites me to no end to see this coming to life. Even if he moderately terrified me.
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
And he shoots logs at enemies with his bow
Gough the Giant is his bitch.
Your soul cannot be saved.
First off, native thirdperson!
Now this is actually the thing that's closest to done with a minor animation bug, but unfortunately won't make its way into the next update because it's so close. I actually played the game "War of the Vikings" when it was in Early Access, and recently re-watched some of its gameplay footage. I really liked its zooming in to firstperson for weapons like a longbow, which of course I will make an option to turn that off, but I really think it helps, plus it sets itself apart from the plain old thirdperson plugin.
The other neat thing about this when its released, you can do achievements while in thirdperson! With typical thirdperson plugins it toggles sv_cheats locally, but doesn't allow for cheat commands, but achievements won't count because it thinks you're cheating. Right now I have the button set to 'Z' to toggle thirdperson, but if you guys think it should be something else by default, let me know, but you'll always be able to change it yourself! Also any suggestions would be great!
I also made... "progress" with Mr. Giant up there. He has a bit of distorted animation, but he does work normally like you'd expect him to. Obviously it will all be fixed and things are subject to change when he does come out, but I figured I'd show you guys anyway, because I am just as excited as the rest of you to see new stuff come out:
Last, but not least, the Knight Lord... While the priority for the next class is the Bondi, the Knight Lord is already well fitted to animations, but lacks stuff like first person arms, and weapons. This is him holding the archer's longbow:
So yeah, there you guys have it! Again, none of this stuff will be in the next update, but they are coming, believe me I know, we're working on it! Even though these guys aren't gonna be in the next update, it's still going to be awesome!
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
More damage display things:
(large gifs so might take while to load, no idea how to embed webm)
New headshot notification
Even got one for Crit Headshot
"Classic" HUD mode
Damage display will be included in 3.3. It's enabled by default but can be turned off in the advanced settings at any time.
New Character Info menu:
It looks pretty crappy right now, but will still be included in 3.3. In future this menu will have character loadouts and all that neat stuff, and hopefully a better design.
Friendly Fire improvements:
I think FF is fun, so in upcoming updates I'm trying to overhaul it by fixing the major issues and adding new features.
3.3 will have:
- FF damage reduction, server admin can config it.
- Team killer auto-kicker, admin can config limits, ban minutes, or just turn it off.
- And some fixes..
Was that all?
Ehh, I have made a lot of minor features and fixes for 3.3 that really have no significance to be shown here, I'll just post little sneak peek what the changelog will offer.
[background=transparent]- MAA can now special with all his weapons[/background]
[background=transparent]- [background=transparent]Fixed cancel anim playing when switching to javelin or throwaxe[/background][/background]
[background=transparent][background=transparent]- [background=transparent]Fixed ragdoll projectiles not dying[/background][/background][/background]
[background=transparent][background=transparent][background=transparent]- [background=transparent]Fixed autobalance moving player on round end[/background][/background][/background][/background]
[background=transparent][background=transparent][background=transparent][background=transparent]- [background=transparent]Kicks now care about object mass[/background][/background][/background][/background][/background]
[background=transparent][background=transparent][background=transparent][background=transparent][background=transparent]- [background=transparent]Fixed being able to shield bash while rolling[/background][/background][/background][/background][/background][/background]
[background=transparent][background=transparent][background=transparent][background=transparent][background=transparent][background=transparent]etc etc.[/background][/background][/background][/background][/background][/background]
Co-Lead | Level Designer
'S good stuff, can't wait to count down the demise of all my foes in a more officially verified manner.
Gon be great.
MY GODDAMN WATERMELON
Your soul cannot be saved.
And yeah, I know, his eyes are a tad derpy. XD
No idea when we can expect him in a future update, but he is definitely coming, and I will do everything I can working at this to help make that happen.
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
Your soul cannot be saved.
We're rootin' for ya.
Aside from his skeletal deformities and him stroking out, he already fits right in.
A natural addition.
Will Turner: You didn't beat me. You ignored the rules of engagement. In a fair fight, I'd kill you.
Jack Sparrow: That's not much incentive for me to fight fair, then, is it?
(Item = Mod, don't get confused
He does have his own rig. But he's currently using another skeleton temporarily until we get his own animations. But honestly all classes except MAA share anims, so I hope we still share animations. Right now, what we have in-game is completely done by me with Blender's auto-rig feature.
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
Hey guys! This didn't get shown off in today's live stream, but I know some of you LTS competitive guys will appreciate this feature literally created days before the live stream, the ability to disable specials. This would be useful for more combat based servers. So here's a video showing it off, it's not really anything spectacular, but it's just as it sounds. This video here will also somewhat show off bots and their LTS\DM capabilities if you missed it in today's livestream.
You can't gain special. Also I didn't get this in the recording, but if you have special it will remove it, however if you have a special already loaded, you can fire it, like the blunderbus special or the archer special, or something like that. I will try to change that so it cancels specials altogether, but if you're a combat oriented server, you probably will have it disabled from round start anyway.
Also as an indicator that you can't use your special, if you try to use your special you will get this message:
There you go!
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
I requested that already.
And I don't know why they didn't think of that at first.
Your soul cannot be saved.
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
Steam Workshop is getting near. Here's a little showcase:
Workshop:
As you probably figured it out already, PVKII is getting Steam Workshop sooner than you think. It will launch with support for add-ons (or mods if you prefer) and partially maps.
PVKII Workshop page:
Add-on Manager:
PVKII isn't just getting support for Workshop, but an entirely reworked custom content system. Simply put, Add-on Manager is a tool for managing both local and Workshop content. No need to mess with "custom" folder anymore! It also helps mod authors to prepare their add-ons for Workshop by providing features such as in-game VPK packing.
Work in progress GUI:
Workshop Publisher:
The Publisher is an in-game tool which allows authors to upload their add-on to Workshop in few clicks. No need for external tools or command line.
Even more work in progress GUI:
Now for more "journal" type of things:
Talking about what happens under the hood would get too technical so I'll save it for now. One thing I can say though is that it's a hacky mess thanks to engine limitations, so the game must be restarted to apply changes.
You might ask: But Felis, you made a post about this last year. Why did this take so long?
Short answer: Engine limitations caused lack of motivation and the project was delayed indefinitely.
Long answer: This whole project started as a random experiment one night while testing Steam API features. While I did get most of the basic stuff done in few weeks, the engine limitations really came into my way while implementing the system. The problem #1 was mounting, Source engine throws a tantrum when adding search paths after game has started. Thanks to that, most of the content will fail to mount. To overcome this issue, I wrote an awful hack that is so risky it could break the whole system if Valve changes a single thing in their Steam client. I lost almost all of my motivation and Workshop was delayed indefinitely. Just about 4 months ago I revisited the code and started working on it again after some people started asking about it (no offence, love you all). I noticed that it was also a good learning opportunity for various topics since I got interested in creating more complex game systems. The Workshop support then turned into full custom content system overhaul which seems alright so far, I'll let you decide when it releases. After all that, it was fun to realize how Workshop could actually be implemented with only a single line to "gameinfo.txt".
Thanks for reading, and feel free to ask questions.
Great work but why only partially maps?
Not sure yet if it's possible to implement a feature that downloads maps straight from Workshop while joining servers with these engine limits. So the "partial" support means that clients can subscribe to maps for local use and dedicated servers must use command line or tools to download. Will let you know if this changes.
So yeah, if you don't get what the above image is, I'm implementing Steam Controller support! However, that's technically not all. At Steam Dev Days it was announced that Valve was planning on adding support for all sorts of controllers using their own API, starting with the PlayStation 4's Dualshock 4 controller. So whenever that update comes, my additions to support the Steam Controller should easily support the controllers which Valve supports as well.
I basically started to try to add support for the Steam Controller about 2 days ago. It's actually going quite well. Most of the technical stuff for defining buttons and whatnot is done because Valve has a lovely controller config system as shown in the screenshot above.
As I said, the technical stuff is implemented. The controls above work pretty much as you'd expect. However it's still not fully supported. I will likely have to create custom menus specifically for the controller so you don't have to use overcomplicated button combinations to navigate to specific menus. I also have to integrate glyphs (button icons and such) so that way hints and such don't tell you to press a keyboard key when you're using a controller.
That stuff might take a decent amount of time to implement. Thankfully, Valve has their own renders for us to use so we don't have to create button icons ourselves, but creating new menus will take some time to do right.
There's also testing these new controller features and making sure things work properly. Thankfully, at Steam Dev Days, the few of us that went were all given Steam Controllers. (which is why I can develop for it now) So, testing should be pretty easy. Though, I doubt a lot of the beta testers have them.
So why am I doing this? Well Valve gave me a free Steam Controller, so why the heck not? But also it's been requested here and there to add controller support, and since Valve is planning to support not only the Steam Controller, people who don't have a Steam Controller will hopefully be able to use whatever controller they may have.
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview
I certainly am a fan of the steam controller...
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MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview