@MaximumADHD I thought you might like this :)
I will also try to build half life 2 with this. End goal is basically to have the same features as strata source (with their DX11 renderer) or what Titanfall 2's source engine had.
I've been working on a little project with the TF2 code (Source-2013 SDK) + leaked source engine *ENGINE* code to implement DirectX11 into Source 1 and remove the old DX8/DX9 era renderer. So far its working really well!
#TeamFortress2#SourceEngine
@fakeaxis For low end its actually okay, I tested my tf2 game on lower end and it ran fine. You'd be surprised if you ported TF2's netcode nearly 1:1, then yes, because of how stupidly expensive it actually is, but server auth with custom movement is pretty cheap (if you do it right)
@NlghtOwll This won’t work in live games, this is by directly editing the binary (.exe) of Roblox Studio using a disassembler. If you do this to the client you risk getting banned by byfron. It’s also not feasible on the client because byfron makes reading disassembly a nightmare.
I managed to actually figure out how to reverse engineer Roblox's reflection cubemaps! I modified them to generate at a resolution of 2048x2048 instead of 128x128! Its such a massive difference in quality its unbelievable.
#Roblox#RobloxStudio#RobloxDev
@ZweiForgot@MaximumADHD@Roblox I did sign up, but I remember what they gave me access to was like a WAY more primitive version of what he is showing. This was at like RDC2024, idk if they even updated this since then?
If you showed this to 9 year old me he would lose his mind...
Your eyes do not deceive you, this is Minecraft Legacy Console Edition with The Aether implemented as a custom dimension, with custom blocks and items to go along with it. It's still heavily work in progress and missing a lot of features, but I'm hoping to at least get feature parity with the b1.7.3 version of The Aether.
For anyone interested, the source code is available on my GitHub! It also has an experimental editor plugin that lets you decompile blueprints! It doesn’t yet restore widgets/animation blueprint data though and also won’t 100% work for all blueprints!
https://t.co/EDdjDEXZgs
I have been revisiting FNaF: SB a bit more recently. I got motivated enough to not give up and actually make a attempt at decompiling the games C++ code by reversing it with IDA. So far it works so well, you can play a majority of the game in the UE4 editor!
#fnafsb#UE4
I have been revisiting FNaF: SB a bit more recently. I got motivated enough to not give up and actually make a attempt at decompiling the games C++ code by reversing it with IDA. So far it works so well, you can play a majority of the game in the UE4 editor!
#fnafsb#UE4
@localveggietabl reminder that the cuphead dev brothers didn't start development of their game until they were 30 and 31 years of age, one was a construction worker and the other a graphic designer. what matters is the passion you have to make that happen.
@MaximumADHD@juliaroseal I feel like we need shapekeys, with bones facial animation is just difficult to achieve anything stylized. Not to mention you cant disable the forced interpolation between facial poses, a good example is how some fortnite skins work that use spritesheets for their mouths.
@MaximumADHD I see, I tried to use editable images for the emission mask and even that didn't seem to work. The engine is clearly assigning the content to the SurfaceAppearance but it doesn't render at all.
Is it because the TexturePack XML is missing a <emissive> entry maybe?