Viscera Cleanup Detail

Viscera Cleanup Detail

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Visceracraft (Minecraft Remake)
   
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11 月 22 日 上午 11:41
11 月 22 日 下午 1:59
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Visceracraft (Minecraft Remake)

描述
Minecraft in Viscera?
"Of course this now sounds like a Joke but no, this here is actually real!"

Key features:
-Host can place blocks
-Glowing Block emits light
-Redstone ore block emits particles (very basic)
-TNT does boom (can also be hit with mop to ignite)
-Creative style block selection menu where you can choose your favorite blocks
-Basic Day/Night cycle (not so basic to understand to make actually)

Controls are weird, just select blocks and use mouse wheel for easier switch after

CONTROLS:
"NumPadZero" = Toggle Edit Mode (Also hides the interface so you can still use default tools and stuff)
"NumPadOne" - "NumPadNine" = Slot Switch [Using "Mouse Wheel" Is MUCH better] (Could not use 1-9 as it would also switch tools what is annoying)
"I" = Show Creative Block Selection
"Left Mouse Button" = Place Block
"Right Mouse Button" = Destroy Block
"Enter" = "Replace current block in selected Slot with the one selected in Creative Block Selection Inventory"
"Double Jump" = Fly toggle (There is still fall damage)

To change a block in your inventory:
Make sure you have edit enabled with "NumPadZero" and open the inventory with "I" then use your mouse wheel to select which block in your lower inventory you want to replace.
Navigate with NumPad to the block you want to use.
Press enter on any block and it should replace the old block in that slot.
Now either close the menu by pressing "I" again or you select another slot with mouse wheel and do the same procedure.
(It is a little weird to use but once you have selected 9 blocks you can just use your mouse wheel later when placing)

Placing blocks is also best if you switch to "Hands" as the mop can do things like igniting TNT.


This does not have all the blocks (yet) and i might add a few more if i have the motivation.

There are a few limitations.
In Multi-player only host can place blocks and there is this 2048 sync limit by default.
In Single-player it is indeed possible to place up to 10000 blocks but since every single block is an actual debris actor so you can already imagine how laggy (around 17 FPS) it will be. (And less FPS if you place a lot light blocks)
The save/load system seems to be ok with this much debris.

Also... don't explode too much TNT at once as it might crash the game.
(This should not happen so easily i hope)

You may bring the "Mess Maker" cloner objects carefully for more fun as you can then mess around a lot more.
Also use "killall vcsplat" console command in case you make too much scorches with TNT

Known Bugs:
-The inventory blocks will render the same texture of a block on all sides
(That's just because of how i implemented the material render of that and is harmless)
-Interface does not like to render dark colours
(That's because i had to add transparency to the camera material and the overlays what UE3 does not really like)
-Terrain mesh is not the best mesh as i reused that from my Backrooms map
-Block mesh has one of the textures applied mirrored
(Should not be too harmful)
-There is a Fog error when you start the game
(This only happens on level start and is harmless)


No copyright content:
This should mostly NOT use many of the original Minecraft assets because of copyright issues and instead i reused most of it from the PSP Port of Minecraft and the early Lamecraft.
Originally i planned to use actual Minecraft Textures but then just ported over the "John Smith" texture pack that came by default in some PSP Minecraft builds. (Some blocks have different textures as they should have for now)
Original music was also planned but i decided to not add that also because of possible copyright issues as we know Mojang likes to DMCA things for weird reasons.


Trivia for those that are interested:
Internally this took only 3 days to make as the base marker script was already there and making the block selector turned out to be a lot easier as i thought.
It is mostly a lot of value modifiers, placement parker position calculation using the red dot using Trace raycast from the player.
(Basically i reused the Backrooms generation thing and added a Z axis so it then could follow the red dot upwards and instead of following the player i made it follow the red dot) then just add a block modifier and a Object spawner where the marker is and Boom! you have Minecraft... (if that all would be so easy lol)
Mostly to the end i had to create a new function to move the black marker in an actual grid so it stopped misplacing over time what wasn't hard to do besides having to figure out the calculation of that.
It was indeed a bit of work to do.
The fog vs cloud material caused issues as emissive materials are rendered "after" fog so i had to place another fog that supports that to somewhat hide that.
(This took me a few hours of NOT figuring out another solution by editing around on the material and it was this simple actually by just using another secondary fog lol)

Everything you see is all done with UE3's kismet.

I mean, i already knew this was possible to some extent so i really wanted to do that and it actually works for the most part.

Not sure if there are any heavy bugs with the inventory and placement as i did a little more debugging for many single values but i guess since this is a lot more complex i think it is indeed still possible lol

Does this use any DLC?
I have no idea really but i don't think so.
2 条留言
4KANT  [作者] 11 月 25 日 下午 12:29 
As far as i know making a default VCD map with more detail can usually take a lot longer.
This map reuses many smaller kismet (script) functions.
If i would have only made the UI with lesser blocks I could have released this map in just 1-2 days but i wanted to make sure most glitches are fixed as there were some annoying ones like the placement marker had position issues and UI input improvements when you open and close the menu/edit mode.

Usually the longest part in making this map was setting up all the materials for each block as all blocks use the same texture (wich needed texture coordinates), then setting the actual blocks up, duplicating existing kismet functions, and then assigning the blocks after giving them each the correct sound when destroying them (what didn't take that long actually).

The rest is mainly calculation stuff what did not take that long to make.
Only a little bit of debugging of the inputs and single values then combining every function slowly together.
Blue Ward 11 月 25 日 上午 8:46 
Are you bored in your free-time?