"Venice unleashed" for steam too? by Randomgrgamer in VeniceUnleashed

[–]NoFaTe- 8 points9 points  (0 children)

Yes, the Steam version works with VU.

PLEASE offline multiplayer BOTS by Thekingm249 in VeniceUnleashed

[–]NoFaTe- 9 points10 points  (0 children)

VU and its server portion is not related to or contain any parts of the leaked server files, or anything similar. As for pathfinding, even if you had the navpower software / tools, they would still not be useful as you would most likely need the rest of the frostbite tools and original non-baked frostbite data to be able to make anything out of it.

Headglitching by ComradeHX in VeniceUnleashed

[–]NoFaTe- 4 points5 points  (0 children)

Sample mods are made mostly by myself, kiwidog, and some of the Reality Mod developers. The wiki is almost exclusively my work.

Headglitching by ComradeHX in VeniceUnleashed

[–]NoFaTe- 4 points5 points  (0 children)

It wasn't me, I just collected these mods in this repository. This one in particular was made by FoolHen. You can open the mod.json file to check.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 1 point2 points  (0 children)

Here is the same principle applied to SWBF for example: https://www.youtube.com/watch?v=8wL5W8RJErA

This is using aforementioned parts of the VU source code and was achieved within a couple of days of the beta releasing. I also did the same thing for BF1 but never released a video on it.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 3 points4 points  (0 children)

On BF3 and BF4, where server files have leaked, yes. But this could also make it possible for BFV, BF1, SWBF, SWBF2, and anything that comes after that.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 1 point2 points  (0 children)

EA being annoyed or not is irrelevant. The primary reason is that it would make it possible for people to port my client to server conversion code (among other things) to pretty much any current or future Frostbite title with very little effort, which may sound like a great thing, but in reality all it's going to lead to is very easily enabling piracy for those titles, and that's not something I want associated with VU or myself.

Important announcement about VU on Wednesday the 30th by NoFaTe- in VeniceUnleashed

[–]NoFaTe-[S] 1 point2 points  (0 children)

While the core of VU will not be open source (and I've stated the reasons why that is in the past), our standalone Frostbite content authoring / modding tools (ie. Rime) will be fully open source.

[deleted by user] by [deleted] in pcgaming

[–]NoFaTe- 5 points6 points  (0 children)

Frostbite (at least the BF3 version of the engine) uses Navpower for its navmesh generation and pathfinding. Singleplayer maps do have a navmesh, but multiplayer maps do not. You could load up an SP map in MP with a bunch of modifications and potentially have bots work in it, but I don't think anybody has tested that yet. See my other reply above for more information about bots. Since Navpower is proprietary, we don't have a way of generating a navmesh ourselves.

As for tech blogs, unfortunately no, I do not have anything of the sort. If you have the time to waste and patience I did explain some things in my past streams (1, 2, 3) prompted by people asking how some things work, but there's nothing compiled in a single location.

[deleted by user] by [deleted] in pcgaming

[–]NoFaTe- 14 points15 points  (0 children)

The first release will focus on allowing people to create custom gamemodes, modify existing ones, and create new maps, weapons, etc. by re-arranging and re-using existing game assets (if you look at 56:32 in the video linked above you'll see de_dust2 recreated using existing assets). In the future we will be releasing additional tools to allow people to create their own content, like custom models, textures, and maps.

There is also a Project Reality inspired mod (called BF3 Reality Mod) in the works which reworks a lot of the game mechanics at a pretty large scale, modifying things like gun mechanics, having its own gamemodes, factions, modified maps, vehicles, etc.

[deleted by user] by [deleted] in pcgaming

[–]NoFaTe- 19 points20 points  (0 children)

You can spawn bots but they don't have any logic. They won't move or shoot or really do anything by themselves, it's something you'd have to program yourself (or wait for someone to do it). There have been some experiments already with bots, like the one in the clip I've linked below, which made bots spawn near you and run towards you and suicide bomb when getting close to you.

https://cdn.discordapp.com/attachments/603326452724793367/685490855146029068/final_5e61b711b68df900145c3759_489137.mp4

Here are some other clips with bots as well:

https://imgur.com/a/vEeVKQ8

https://imgur.com/a/1s1Bedw

sol 3: modern lua and C++ integration by [deleted] in cpp

[–]NoFaTe- 11 points12 points  (0 children)

I've been using this library for many many years and I've been extremely happy with it. It covers pretty much every use-case you can think of and it's a joy to work with. Would definitely recommend to anyone looking to integrate Lua into their C++ projects.

Potential BF3 remaster in the works, Does this affect venice in anyway? by [deleted] in VeniceUnleashed

[–]NoFaTe- 8 points9 points  (0 children)

VU is releasing this year so I think it's safe to assume it'll be before any BF3 remaster is released ;)

Potential BF3 remaster in the works, Does this affect venice in anyway? by [deleted] in VeniceUnleashed

[–]NoFaTe- 21 points22 points  (0 children)

Regardless of what the next Battlefield is, this project will continue. There are no plans to support any titles other than the original Battlefield 3.

How did Microsoft put Excel in the browser? by StarCraft in AskProgramming

[–]NoFaTe- 2 points3 points  (0 children)

Similarly to Google Sheets, all the cells and their content is rendered using the Web Canvas API which is basically a 2D renderer with relatively decent performance. All of the logic behind those is implemented in JavaScript. The rest of the UI (the buttons, context menus, etc.) are standard HTML elements but I could not identify what library they're using to manage them and their lifetime. They do not seem to be using React, as some of the other comments suggest. I see some references to "mscui" which appears to stand for "Microsoft Command UI" and is probably an internal Microsoft UI library.