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1b0bb2b12f106ec67df36a959338b54a16f4ea23
6
Commits
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1b0bb2b12f |
Road Rash: bails leave marks on the skater that build up
After 10 bails the leg of the side that took more of them shows road dust and a graze, its arm one bail later; at 14 the marks are bigger and the other side starts; at 20 they are raw wounds and the face is bruised. A mark never gets smaller until the player heals. The worst wounds bleed, or are dry and scabbed with the blood switch off. The marks are cosmetic items of a content mod (tattoo items for the limbs, moles items for the face, named RoadRash_<Set>_[<design>_]<level>). Road Rash puts them into the local skater's recipe with the game's own recipe copy, after the validation the multiplayer code runs on a peer's outfit. Nothing is written to the outfit or the profile's skater, and without the item pack nothing shows and nothing is changed. A bail is the physics state selector choosing Wipeout (No Bail's watch). Its side comes from the ragdoll's contacts through Hall of Meat's reader: impact and slide of the arm and leg bodies that touch something other than the skater's own board, summed per side while the body is a ragdoll. Outfit menus. The game feeds a skater's items either from the player's outfit or from a recipe of the skater's own: after the recipe copy the skater in the world no longer gets what the player changes in the menus. So the skater is given back to the game while a game menu is up, with nothing to show, on healing, when a switch changes and when switched off: the four words of the item component the copy had changed go back to what they were and the component is told its feed changed, and the game puts the outfit's own items back and feeds the skater again. The marks go back on, over the outfit as it is by then, a second after the menu has gone. Whose recipe a skater wears is read from the skater at every look: a respawn hands over the same skater, items and all, as if it were new. The player's own tattoos and moles stay unless roadrashtattoos is on, and come back the same way. The recipe handed to the copy names no item, only hashes, like the game's own for the local skater: the game changes that skater's items where they lie, and a name left beside one would stop every later read of the recipe, the multiplayer code's too. Console: roadrash, roadrashblood, roadrashtattoos, roadrash heal, roadrash bails <count>. Menus: Road Rash, Road Rash blood and Heal Road Rash beside Hall of Meat (Mod Options > Player, the overlay's skater page, the native tools view). The three choices are saved with the profile. No new hooks. The rules (side of a fall, levels per count, item names, decal placement, comparing parameters the game has rounded) are in road_rash_model.h with their own test target, DINGOSDK_BUILD_ROAD_RASH_TESTS. Notes and what is not tried yet: contrib/road-rash.md. |
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a94bcba9c8 |
Pause menu
The Multiplayer and Custom Stuff pages of the game's pause menu were built from the game's own menu widgets: a button, a text box and a line of text, which cannot make a list with columns. The game now keeps only the frame around each page (top bar, title, Back prompt) and ReSkate draws everything in it, tabs included. The native page is one empty body. Multiplayer - Server browser: a list with name, map and skaters columns that sort, search, filters (all, servers, lobbies, friends, hide full, my map), and a panel for the session pointed at. Pressing a row joins it; the row says JOIN while pointed at. Join by code is in the panel, and its own tab is gone. - Host lobby, as before. - Current session (only in one): who is here, leave, map, join code, party. - Voice chat (only in a session). - Session settings (only for a lobby's host or a server's admin). They are sent as explicit values, which a dedicated server needs. Custom Stuff - Official maps and Custom maps: pressing a map loads it. - World: traffic, pedestrians, time of day. - Parks: a card for each lot with its style, layout and load. - Player: noclip, no bail, Hall of Meat, board wear, the camera views, flight speed and the boosts. - Online: player and nametag distances, nametags, chat, chat bubbles, Discord status, and showing your tag and items. - Visuals: camera effects, challenges, shuffle playlists. - Binds: record or clear the button for each action. - The player card name is no longer on the page (cardname in the console still sets it). Input: the game keeps the mouse and controller while its menu is up, so the pages only watch them. They have their own focus, moved with the D-pad or arrow keys and pressed with A or Enter, with LT/RT or Z/C for tabs; lists remember the row the focus left. Typing in a text box or recording a bind takes the keyboard and controller for that long, as chat does. Nothing is taken while the game is not the window in front, and the overlay's own menu draws on top. Layout follows the game's menu at any window shape: scaled to fit whole, 192 units clear at the sides, centred past 4704 units wide. Sounds: the pages raise the game's own UI one-shot event for moving the focus, pressing and changing tab. |
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c7d2ca3601 |
Add Hall of Meat: the bones a bail hurt and its Meat score
As in skate. 3: when the local skater bails, the bones it hurt show over the world through the body, yellow where a hit bruised one and red where one broke it, with the bail's Meat card in the bottom left corner in the place of skate.'s own HUD there: its time, hits (head hits double, vehicles half again), broken bones, road rash, airtime, fall, top speed and rotations, each scoring, and the map's best. A bone breaking pulses the screen's edges red and, in single player, slows the game down a moment. Off until switched on, as in skate.: in skate.'s menu (Custom Stuff > Player) or with `hallofmeat 0|1`, saved with the profile. Everything it draws is skate.'s own, read from the installed game: its skeleton mesh (the Dem Bones costume) posed with the renderer's own skinning matrices, its scoring icons, the THRASHER wordmark and its UI brush strokes. Nothing is shipped. How it works: No Bail already hooks the skeleton response, which runs once a physics step right after the body contacts; it now hands that step on, with the local skater it follows, but only while Hall of Meat is on. Each step reads what every ragdoll body hit and how hard, and whether the skater is a ragdoll; the bail runs on the game's own clock so slow motion measures what the body did. The feature's own hooks, on the renderer's skinned draw packets and main view and on the UI model's write, are prepared at startup and switched on only with the feature, and off again once the HUD corner and the game's speed are given back: switched off, the game never calls them and the physics step pays nothing. The skeleton mesh is read the first time it is on; only the images are read at startup, since the overlay builds its atlas once. The renderer's picture of the skater is read only while a bail shows. The menu's switch reads the overlay model like the others. Every address is in the build table with a fingerprint checked before use. Extension/HallOfMeat/README.md describes the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS. The slow motion changes SimulationTime's rate, frame cap and time scale as a session override and steps the local skater along, since skate. sets a skater's step only when it builds its core. It runs the same at every break, but never faster than the game ran: with the trainer's game speed below 1 it only takes the part that is slower still. Afterwards it writes back what it found, each setting only while it still holds what the slow motion wrote, so the trainer's speed comes back as it was; a setting changed from elsewhere meanwhile is left as it is and ends that slow motion. named_setting_value reads a setting's value for it. Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the contact normal (raised twice: a hard fall on flat ground broke bones), a break worth ten of the lightest hits (a heavy bail's hits and breaks outweighed the rest of the card) and a fall half of skate. 3's rate. Fix: the overlay now draws in the back buffer's pixels, not the window's, so it lines up on displays Windows scales (1920x1080 borderless on 4K). The skater's render hooks, its skeleton and its body maps were first found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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76330e40bb |
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties
Skater slot, menu and throwdown fixes; MY MODS rework; lobby parties Saved skaters (Extension/Customization, Extension/Skater) - The selected slot, and slots before it, came up as the standard skater after a start or map change. The game asks for a slot's saved outfit once per level, and that happened before the cosmetics catalog could be read. The first selection now waits for the catalog (60 s at most), and later map changes check against the catalog already read. - The retry from |
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d84b32fc17 |
Encode every rendered frame of a replay export
Videos exported from the replay editor played two to three times too fast unless the frame rate was capped, or the export was slow enough to hold it down by itself (4K, WebM). The fault is in the game's own export path. Replay export (Extension/Rendering/replay_export.*) - While exporting, the game steps the replay by one frame of video (speed / fps) for every frame it renders. The engine's movie encoder takes a frame only while a permit byte is set; a world update sets it once, and a frame submitted without it is dropped. Rendering two or three frames per update, most of a clip never reached the file, and an MP4 is exactly as long as its frame count. One clip came out as 181 frames at 30 fps and 297 at 60, 6.0 s and 5.0 s. - The encoder's frame submit is detoured and the permit set before the original runs, for the replay editor's encoder only (matched by its vtable). The frame is encoded on the render thread before the call returns, so the renderer is held to the pace the encoder keeps and no frame is lost. The replay still runs fast on screen during an export: that is the encoder's speed, not the file's. - The same clip afterwards, frame rate uncapped, MP4 1080p: 505 frames at 30 fps and 1008 at 60, 16.8 s both, audio as long as the video. WebM and 4K take the same path and were not run again. - Addresses are in Engine/Game/Build/20260929/replay_export.h. The hook starts with the others in runtime_init.cpp. |
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ca1d82f636 | 1.0.0 Release! |