Original file by Puurokulho: • [NotITG] YooH - Dark M...
OutFox aV Download: drive.google.c...
Notes: bro, that bear's got the wAckY mods
Directly requested by "Dancing Maractus" (via patreon)
Indirectly requested by "Jousway", "ChocoboGamer", "Kirby5464", "KennethLias", "Dangan2020" and XeroOl"
Go check out Puuro!
/ puurokulho
He's made so many files since the early OpenITG mods era, and has only gotten more creative over time!
So, this file kinda scales weird? The shaders are my main source of scaling sadness today.
Simfile changes:
There's an SSC now so the slumpage can have the lua unlock directly associated to it
Visual changes:
The "woah" shader kinda scales weird...
The wall smash shader also kinda scales weird...
Alpha on models is strange in nITG, so I tried my best at replicating it during the wall section. I don't think it's perfect, but it might be close enough?
Shader changes:
oil.frag - Scaled x axis
loop.frag - Flipped the y axis input for the tan wave
sinex.frag - Flipped the y axis and downscaled x axis math
woah.frag - There's no need for strange resolution math in its' current form
sine.vert - Scaled vertex movement, but downscaled vertex position used in the math. Also added the proper TextureMatrixScale. That's important too
wall.vert - Same type of changes as sine.vert tbh
Mod changes:
Added consistent drawsize
Added tinyusesminicalc
-150 drawsize back actually works, so use -100 drawsizeback instead
Internal changes:
The slumpage unlock now reads user profiles instead of machine profile (but if no-one has a persistent profile, machine gets used)
BG is now an empty actorframe
Used ratios to scale things like bob, vibrate, movement, zooms, position and shader inputs
The character casting triangles use params instead of globals
Made use of engine-side eases in place of a custom tween function
Incremented a lot of columns
Shaders work fully on receptors (even if they are in ActorFrames), so I don't want to apply them here
250 arrowcull becomes notecullnone
hidemines becomes stealthmines
Made the ending updown flicker persist longer because some themes have a long fadeout
There was a separate file with 100 copies of an actor. I can just replace it with one simple for-loop
I can't diffusealpha on the judgment sprite. I can do actor effects, though!
I threw the oil BG shader into 720p 60fps jail
The looping notefield wall is actually a 4:3 AFT because I can just do that
Instead of having a bunch of judgment redirect messages, I can just do one JudgmentMessageCommand
Have problems getting this to work, or want me to convert something to SM5 or OutFox? Let me know!
If you want to support me, I have a Ko-Fi and Patreon!
ko-fi.com/mrth...
/ mrthatkid4
9 сен 2024