You can select whatever param is loaded by the game, edit it and export as csv
@lordradai
Reverse engineer, computer science student. Author of DS2 modding tools, such as DebugManager and DS2AnimToolset. I enjoy music, physics and video games in general too. If you enjoy my work, please consider supporting me on Ko-fi: https://ko-fi.com
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, itβs 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 weβre stuck in a loop. I guess donβt 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
Itβs still going. Itβs been 15 minutes.
I wrote code to create and display the morpheme network layout for an NMB on screen. It produces coherent data, but thereβs only oneβ¦ little problem.
Iβve been staring at it processing c0001.nmb for the past 5 minutes. This is very slow for large networks, and Iβm 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
Thank you for your kind words!
Oh noβ¦ if people start doing that itβs your fault, know this
Know what's funnier? Saying colored slurs!
No one will say anything, I hope. But why say something when I can just crash your game? Better not to risk it
This January I found a vulnerability in the DS2 server code that lets a malicious user crash a player, even without connecting to them.
BA 2.06 fixes this issue, it's recommended you download it if you want to play online.
For more details, here's Yui's post:
www.patreon.com/posts/info-b...
This is completely generated programmatically. Work on the framework to convert morpheme compiled networks to project source should be almost complete, meaning I will start working on actually decompiling Dark Souls 2 morpheme networks to editable graphs within connect. Soonβ’οΈ
No no, in ds2 itβs fine. Actually Iβm just figuring out that there are still some janky things in my viewer but itβs only noticeable for upside down rotation in the player model
Itβs a mesh skinning issue, not an animation issue
Before
After
I finally fucking managed to fix a problem that's been bugging me for more than a year, I finally understand how the fucking flver gets its transforms applied from an animation in DS2.
On the left, old version with incorrect mesh transforms.
On the right, new version that works properly.
Yeah of course, but Iβve never seen these used
Drangleic soldiers sure have interesting animations. Are these used in game? I can't recall ever seeing these...
For anybody using my Morpheme4 repo, update immediately. I found out that the morpheme lib does not work with optimizations turned on, so I changed the Release config to have optimizations disabled. Expect incorrect results if using optimizations.
I think I just figured out how to replace the whole game morpheme lib implementation with my own.
By hooking up only three methods.
If this works the next major version of debug manager will allow for very cool things.
Me in the process of checking out custom weapons hitbox in @moonlightruin.bsky.social Firelink mod
(I'm gonna go hard on you :D)
Itβs looking good so far. What are you waiting for? Play it.
This is a threat.
It took me a while to understand what some of these pits were, not gonna lie
Alright, this one's for you then :)