Software Engineer, Reverse Engineer, 3D Artist, Game Modder, Easily Inspired

Condemned2Recomp v0.3: I rewrote the custom input driver. Keyboard and mouse input is now fed directly into the game's native input system instead of being translated into controller input. This eliminates issues caused by RexGlue-SDK's input drivers and adds custom binds!
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inspired by deadlock today #blender
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My investigative horror rpg HEAVY AS STONE has a new trailer and updated Steam page! If you like Pathologic, Condemned, or Disco Elysium, you may be interested in this :) @ZaccActs killed it on the VA (and I tried my best)
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Replying to @walaber
I also have unique controls for my vehicular platformer. ;)
Now we're getting somewhere. I would like to find stronger springs for the levers, but this works.
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Uncovered the last of the netplay related functions in Condemned2Recomp. Let's see what can be done.
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Same, been slowly chipping away on my first plane model with that concept as the inspiration
Big fan of trainers turned into light attackers.
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New idea for Steam Next Fest folks who're drowning in the sea of slop. What if we used a hashtag like #HumanFest and devs posted about their games on Twitter to stand out in the sea of AI slop? I'm sure that many would be happy to find your game through something like it!
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Lady nr. 1 (~400 Tris) Texture (512x512) #blender3d #lowpoly
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Cuckcoding. That's a good term.
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This was actually fairly simple to do. GFX Assets stick out like a sore thumb in the proprietary assets, "bndls" which are archives that are meant to be loaded into memory on demand. It's very similar to other games, such as Source. All I had to do was find the magic header.
Good news, managed to fix the flickering UI in the main menu of Condemned2Recomp! But now, I'm working on a native renderer to circumvent most of the issues without trying to polish RexGlue's emulated GPU driver! I've also managed to decompile the UI assets from the game!
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Then extract them as GFX. Sadly, it doesn't seem like the other assets are the same way, but I'll keep looking. Reimporting them should be possible, rather than creating an entirely new bndl file, since they have a clear end of file. The tool was done in python, by the way.
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Assim está ficando o mapa que comecei há 3 dias. O primeiro vídeo é do emulador Ares. O segundo vídeo é o jogo rodando no próprio Nintendo 64, com taxa de quadro travada no 30, sem quedas. Devo tudo ao Pyrite64, Libdragon, Tiny3D, Blender, GIMP e o próprio N64, é claro!
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What inspires me the most are those who create with their own hands and minds. That's the kind of care I wish to exhibit all the time. I'll do better.
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Condemned2 Progress Report: As promised, I've finally implemented a WIP asset manager that determines what assets can load while keeping track of what's already loaded in. This is only being useful for weapon assets since they spawn invisible. Will be useful for future mods.
Condemned2Recomp Progress Log: Looked through the database files to see what weapons were there. Wasn't much trial and error, but it seems this is all of them. This implementation is still WIP as it needs to handle loading assets for weapons that aren't normally in the level.
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Having second thoughts on it. If this doesn't work out, I am writing it off and sharing my experience on AI. Coding is just too fun and I still have my research for the native renderer. Essentially, I think I could have done a better job by hand!
Whelp, I've decided to take a crack at using AI, and my oh my. It's already nabbed the models. I think for the reminder of this project, I'll be doing AI assisted work. Looks like my days of anti-AI business are over. I apologize to anyone who's disappointed, but as I said (1/2)
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If it comes down to that, I'll likely apologize to a few people, let them continue to cut me out of their social media and accept I was just lazy. One guy said it best, convenience seems appealing. In the end, I question my usage of it. I'm down to admit it was a bad idea too.
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Shelving the vibecode, keeping it out of the repo. Will be looking into proper native renderers so I can tackle it myself.
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Продолжаю пехотинца для игры Frontal Collision 41-45
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Metropolis 1998 will launch with a maximum map size of 7.6 x 7.6 miles (12.2 x 12.2 km)
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