[OutFox aV Conversion] CHAOS (Terror-Tech Mix) (WinDEU, WinDEU Hates You 2020)
Original file by WinDEU: • WinDEU Hates You 2020 - All stages
OutFox aV Download: https://drive.google.com/file/d/17Gvl...
Notes: We're going somewhere strange and nonsensical.
Requested by "Dancing Maractus" (via patreon)
Go check out WinDEU!
/ @secretaryele
Very well known modder. This file's one from their most recent (at the time) WinDEU Hates You entry.
So uh, this file's weird. I did lots of strange things, like stuffing gimmicks using just P3+P4 into just P1+P2, and making use of other things like HiddenRegions
Engine changes:
Sometimes, working only with ModsLevel_Current for Def.NoteField is painful. So, I made it something you can turn on: ApproachMods.
- It will kinda hurt performance, since it's gonna start using the Approach function in PlayerOptions...
Simfile changes:
There is an SSC because I needed BGCHANGES instead of BETTERBGCHANGES
Visual changes:
I added diffuse gradients at the beginning so the left & right notes don't just pop in.
Somehow, I don't think the last section quite lines up. Oh well...
Shader changes:
glitch.frag - Attempted scaling the x axis offsetting as well as flipping the y axis offsetting.
Mod changes:
Added tinyusesminicalc
Made drawsize consistent
Full-Range Dark means I get to (at least) double approach rates for Dark (and 50 really means 0)
The intro doesn't need column-specific confusionoffset, really (field-wide confusionoffset is fine)
Scaled the flip at 0:33 & 0:45 & 1:17 to avoid pop-in
Made it use 99.5 instead of 100 reverse at 1:34 & 1:40 to avoid the judgment & combo swapping
Scaled notepath width
Internal changes:
There was a math.randomseed, so I made some Random Value Tables because lua 5.0's random is different from lua 5.4's random...
Made it look like negative mini affects the judgment
The outro now is done with Flip being applied because I made it only 2 players and not 4
Any and all instances of the fall modifier are translated into modsplines
Lots and lots of columns to increment
HalGun becomes HideHoldJudgments
I redid the section at 0:42 & 0:53 to use HiddenRegions instead of sudden+hidden, and also made the hidenoteflash not be on as long for 0:42
I redid the section at 1:17 to not only use just P1+P2 (with HiddenRegions & HideNoteFlash), but also be metrics-aware
- There was at least 1 sadness happening
I lied directly to your face about the judgment & combo zoom at 1:39 because I was only using 2 players
Suffered with a lot of countering mini's zoomz
Used an UpdateFunction to apply hallway & mini during the last section, so it's not gonna look as bad
I also tried making the ending metrics-aware, too
ArrowPath becomes NotePath
Turned on mod approaching for P3+P4 for the last section
The flowing AFT effect is done with an AST that is limited to 60fps
The glitch shader is also done with the same AST, but set to uncapped FPS, because I can do that
The perframe mods sections that depend on number of players active is now a table of functions that get indexed by an integer
The update rate is now 60Hz
Lua doesn't really like defining keys that start with numbers (at least, not without using a string itself as the key), so I made it not
Have problems getting this to work, or want me to convert something to SM5 or OutFox? Let me know!
If you want to support me, I have a Ko-Fi and Patreon!
https://ko-fi.com/mrthatkid4
/ mrthatkid4