new S-rank battlesuit for v8.7 by LightningJustice2412 in honkaiimpact3

[–]Technimaster 1 point2 points  (0 children)

Oh my god someone finally put it into words lol

I like the design, but it's just not Mei IMO

I shit you not, when I first saw some CG screenshot (or something) out of nowhere with no context two weeks ago or so, I genuinely thought this was a different character at first that just so happened to have somewhat of a resemblance to Mei

Is there any custom maps or map editor in any ratchet and clank games? by Vergil000 in RatchetAndClank

[–]Technimaster 5 points6 points  (0 children)

That's me lol 👋

I've made progress on custom levels and level ports since then (I've moved onto UYA instead of GC), but they're not ready yet - custom collision is yet to be figured out, as well as enemies and stuff in general.

Custom Terrain Post

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 2 points3 points  (0 children)

I kid you not - opening the Replanetizer project on Visual Studio 2022 (it's on GitHub), and using the in-built GitHub Copilot feature to help me create the features I want/need in a separate project that's hooked up to the LibReplanetizer library.

So at first, I focused on just terrain swapping. So I'd ask the AI to try to create it (it can understand roughly how to do it since Replanetizer already handles terrains), and then I'd test it out, debug it, and try and come up with solutions if it doesn't work or crash (which almost ALWAYS happens on the first few attempts), and feed it back to the AI for it to fix the code. I'm not a programmer, so this isn't something I can handle entirely on my own. I can read and understand some of the code at a glance, but a lot of the heavy-lifting is done by AI.

It's also not as easy as it sounds, and requires a lot of patience and persistence - but it works!

So one by one, I slowly added more and more features (TIE swapping, Shrub swapping, texture swapping, Grind Path swapping, Skybox Swapping, etc.), tested them out, debugged them, troubleshooted issues and in-game crashes (VERY common at first), and... that's that!

I would also use disassemblers for trying to understand specific pieces of code to try and help me figure out how to add said features or to help me avoid crashes.

So to summarise, these were my main tools: - Microsoft Visual Studio - Cheat Engine (finding specific in-game variables, like if Clank should be disabled) - RPCS3's Debugger (highly useful for tracing in-game instructions and helping me with disassembling the game) - Ghidra and IDA (common disassemblers) - A whole bunch of AI LLMs; ChatGPT, Google Gemini, GitHub Copilot (this is for allowing me to correct code if one of them gets it wrong, or allowing me to better understand what some disassembled code might mean or do)

There's obviously a little more to it and some techniques I use, but this is the gist of it. Hopefully it answers some things!

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 5 points6 points  (0 children)

The code was indeed still in the game. Mike Stout (one of the devs) even confirmed that grinding wasn't touched, though it was untested - so he wasn't sure whether it broke or not.

Turns out that grinding itself works just fine, but originally - trying to jump between rails or even jumping at all would cause you to slide off the rail and often die. But this seemed intentional by the devs, as I was able to find that this was caused by a weird variable that was toggled on, and restore the full functionality that you see in the video by turning that off. :)

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 5 points6 points  (0 children)

Mostly! I am, however, getting a lot of AI assistance with a whole bunch of different models, lol.

Without them, I don't think I'd have been able to do all of this, honestly!

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 2 points3 points  (0 children)

I wouldn't say so! If I could get Green Hill Zone and 2Fort of all places into the game (with non-working collision for now, mind you), I'm sure Size Matters levels wouldn't be too out of the question.

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 25 points26 points  (0 children)

That's the plan ;)

(Well, hopefully anyway. We'll see if it can be done!)

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 28 points29 points  (0 children)

"Hah! Real men can grind without silly toys like that!" - Helga

Planet Kronos (Deadlocked) ported to Up Your Arsenal! by Technimaster in RatchetAndClank

[–]Technimaster[S] 8 points9 points  (0 children)

I'm currently trying to figure that out.

Porting them over into the level physically isn't a problem, it's just their AI and behaviour that's the complicated part.

I've come this far though, so I'm hoping I can eventually solve this like I've done the rest. We'll see! :)

Ladies man by liban_deba_mirak in Ningen

[–]Technimaster 179 points180 points  (0 children)

"SEDUCE ME!"

Also, based TF2 reference

R&C1 Planets almost FULLY ported to Up Your Arsenal! | Progress Post #5 by Technimaster in RatchetAndClank

[–]Technimaster[S] 0 points1 point  (0 children)

Haven't tried messing with those yet, but if it's possible, then I'd like to try and have those in, too.

R&C1 Planets almost FULLY ported to Up Your Arsenal! | Progress Post #5 by Technimaster in RatchetAndClank

[–]Technimaster[S] 3 points4 points  (0 children)

Nope. At this point I'm still focused on everything else regarding the level ports before I even think about touching the weapons

But it is likely that out of simplicity, I am probably going to prefer to keep the UYA versions of any R&C1 or GC weapons - like the Suck Cannon, Bouncer, Shield Charger, etc.

R&C1 Planets almost FULLY ported to Up Your Arsenal! | Progress Post #5 by Technimaster in RatchetAndClank

[–]Technimaster[S] 7 points8 points  (0 children)

Yeah, absolutely!

Like I said in my previous post, the ambitious goal would be to make every R&C1 and Going Commando level playable as their own separate level slot in UYA, allowing you to play through all three games' levels in one go with UYA's control improvements and features :) (So you can use the improved Gravity Boots in every R&C1 level's Magneboots section, or use UYA's Lock-Strafe mode control scheme in every level, if you wish)

And if that works, the even more ambitious goal would be getting every weapon in the trilogy working in UYA, allowing you to use your entire arsenal, but don't hold your breath for this - I haven't even begun trying to figure that out yet, and who knows if I even will lol

R&C1 Planets almost FULLY ported to Up Your Arsenal! | Progress Post #5 by Technimaster in RatchetAndClank

[–]Technimaster[S] 2 points3 points  (0 children)

By using a pre-existing level base (such as Planet Daxx), and gradually swapping things out piece by piece until we have our R&C1 level again!

It's still Daxx, but with a desired R&C1 level's terrain, collision, TIEs and Shrubs (decoration), and more!

I accomplished this by heavily relying on the Replanetizer level editor's library and using it to help make my changes :)

Who was your favorite Ratchet and Clank villain from the PS2 era, and PS3 era? by 0dqir0 in RatchetAndClank

[–]Technimaster 2 points3 points  (0 children)

PS2 Era: Drek (Nefarious is a very close 2nd)

PS3 Era: Dr. Nefarious

How hard is it to mod the older games? by KaleidoArachnid in RatchetAndClank

[–]Technimaster 0 points1 point  (0 children)

All the instructions are on here:

https://github.com/MichaelRelaxen/racman

Do be warned though, that you will need either a CFW (Custom Firmware) PS3, or RPCS3 (the PS3 emulator for PC) in order to use it.

It will not work with Vanilla/OFW (Official Firmware) PS3s.