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alight's Introduction

Hello! My name is reimakesgames!

16 year old achiever, makes music, art, low poly blender animations, and literally anything.

Skills and Projects

C#, LuaU, Typescript

Making an indie developed RPG, Turn Based, Visual Novel, Strategy game similar to Aselia The Eternal -Spirit of the Eternity Sword- using Godot.

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alight's Issues

fix on death tool drop

currently the player drops no gun when they die, but the expected behavior is they drop their primary or secondary gun.

Tool based info (Make the fucking tools OOP) (Replaces [#11](https://github.com/reimakesgames/hybrid-conflict/issues/11))

This replaces #11 if i ever fuck up badly

convert the entire tool stuff into OOP, with custom tools and replication (because swag)
also allows to create custom attributes each tool, but may require extreme security.

this adds excess complexity, and may span multiple days or weeks of development.
this requires the Link library to be furnished as well, to include RemoteFunctions

issue #11 will be preferred more than this and possibly lookup tables.

keybind and context module

please for the love of god, make a keybind and context module

this is state management but for inputs. so a quick ๐Ÿ–•๐Ÿป to the 2 iq members of the repository (me)

add reinstate function

this is a simple function that just reinstates the states inside the WeaponClient.
Not that it matters but this is a good handy way to improve debugging things with different properties,
As opposed to changing two separate lines on the opposite sides of the document.

fuck you rei for doing dumb shit

bullet security

data paralellism to secure bullets.
store tool data in the server, then the client copies those data once.
the client can modify things inside their variables and sends an event, then the server can do the same operations with the variables.

Animations not replicated

Animations will not replicate/play.

This happens when a scenario where:
Player1 Joins, then plays the idle animation.
Player2 Joins, not seeing the idle animation.

There could be a workaround where:
Whenever the animation ends, just call :Play() again.
(Although the looping property will just cause bullshit)
So far, there are no other known workarounds.

pickup gui

just rip the shit out of valorant lmao

image

  • should display the keybind

  • should display the weapon name

  • should display the weapon skin? (i don't know what the bottom one says)

Reloading issue

When you die whilst reloading, the Reloading variable never gets set to false because the animation is gone
Resetting the Reloading variable to false is dependent on the AnimationTrack.Ended signal.
but since the player dies, the ViewModel and animations get reinstated and the variable never resets.

Idle animation blending issue

The idle animation causes funky shit when i stop moving

While holding a tool (or not) and moving in any direction and stopping,
For a split second, the arms could be seen going down and up, as a result of a broken blending weight,
I do not know any work arounds since i use the most goofiest weight animation stuff

tool pickup

similar to #42, have to put as a different issue so i can checklist

fix tool and viewmodel references

viewmodels and tools do not get unreferenced whenever they are dropped, or the player dies.
a UID is a viable way to create references.

fix viewmodel and tool affinity

with the recent changes from #50 , it has exposed a bug with viewmodel references.
this is important as it creates a whole lot of garbage viewmodels.

viewmodels cause perf drop

i have 165hz, and is stable 140hz on idle. but when i equip a weapon it goes down to 90hz, please debug this system thoroughly and create a factorization.

hitbox timetravel

create a module that allows you to time travel back in time to properly verify hitboxes server-sided.

this can be done by creating copies of the hitbox and storing it,
I am not sure how that'll work with deferred signals,
this can be made possible with a world model class because those have ray cast methods.

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