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Was able to replicate that ds3 glitch everyone loves so much, now in ds1!

Just released Beta11 of the PvP overhaul! Minor update, just to make it compatible with @GuardChurch Painted Worlds. github.com/metal-crow/Dark-Sou

Been working on the save/load part of the rollback for a while, p much the only thing left is the SFX not being saved, everything else is working. The work has really been draining me tho, tbh. Have a clip

RT @Grimrukh
At last: direct Dark Souls collision editing!

I've coded a two-way HKX / OBJ converter for Nightfall (DSR + Havok 2015). It makes collision edits SUPER easy in whatever 3D program you want.

Just needs a bit of tweaking to support other FromSoft games, navmeshes, etc. 👀

It has been 1 month and 8 days, and i have finally defeated this bug! :)
Onto the next ones!

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Putting in wex dust IS really impressive though, I'm amazed they knew about the mod and decided to add it! (Probably, anyway)

Another really nice patch for ER! I'm actually surprised they nerfed the stuff they did, but I'm losing hope that status effects stunning through I frames will ever be fixed.
Also I guess chain casting isn't coming back.

For anyone interested, here's the current bug i'm stuck on: streamable.com/ies2tw
i save player state in the middle of an animation (a roll), then do some other animations, next restore the animation i restore into is one of the animations i did in between the save and restore

Geeze live game state save/restore is really killing me here. I get it like 90% right but then tiny random things will break and i can't figure out why. It's such a complex problem.

The frame itself is being rendered for ease of debugging, in actuality the rollback code will only call the function to recompute the state itself, not draw the frame.

Component #1 of rollback netcode completed! This is me manually calling the game tick simulate functions to compute the game state without the game doing it. That's vital for rollback, when the state needs to be re-computed multiple times.

I tested sling->bolt, catch flame->bestial sling, swift glintstone shard->adulas moonblade
You can see Adula's pre-nerf here: youtu.be/43abY3wqHG8?t=684
Post nerf:

After some tests, it seems like all chaincasting, as in "use a spell, switch to another spell, use that spell and it has an animation different from it's standalone cast animation" is gone.
Only exception is spells with the same animation. reddit.com/r/Eldenring/comment

Oh cool ER just removed all chain casting between magics completely instead of just fixing the broken ones. Cool. Way to remove a super cool and vital game mechanic from. this game is done

Congratulations to @luke_yui for an AMAZING release of the seamless co-op mod! 40k downloads in 24 hours is just bonkers!

(also, people who want to pve with their friends without invaders can already do it actually. just summon at the boss fog).

For 2, he admits that invasions are dead already. So what, this mod will kill off like the 50 people left? oh no.
Sure, i love random invasions and pvp! But they are both broken and dead in ER without this mod. This mod only helps people.

I feel like Scott really doesn't make a lot of sense in this video: youtube.com/watch?v=cMglxlJ175
For one, the issue with "one side having to deal with invasions every 15 minutes for the first 30 levels" isn't a minor issue. That is literally unplayable. ER is fundamentally broken here

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