[Project OutFox aV Conversion] Got more raves? (TaroNuke, Mods Boot Camp 3)

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Published on ● Video Link: https://www.youtube.com/watch?v=hc278ZNdED4



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Original file by TaroNuke:    • [NotITG] E.G.G. - Got More Raves?  
OutFox aV Download: https://drive.google.com/file/d/1I_SQnXfXlkGWKTMFPbjtWsgJR4ZwNtUb/view?usp=sharing
Notes: Oh dear, looks like Ayaze's about to throw an entire GROOVE COASTER at us... Hope you like ghost tapping!
Requested indirectly by ""Jousway", "ChocoboGamer", "Kirby5464", "KennethLias", "Dangan2020", "XeroOl" and "Dancing Maractus".
Requested directly by "CeceliaIsMe" (via patreon) and "Squirrel"
Go check out TaroNuke!

He's made tons of memorable simfiles over many years. You might also know him from that A Dance of Fire and Ice DLC, too.

So, this file made me realize that the Fall modifiers combined with ModSplines wasn't something I could easily combine into just ModSplines...
Also, I ended up adding extra full combo distinctions for the end to match what actual groove coaster has (You can see one of those in this video!).
Engine changes:
I found the consequences of my hubris, and added the Fall set of modifiers (they act like simple two-point x/y/z position splines)

Visual changes:
The ending full combo display has three forms:
NO MISS (full combo, but you didn't hit all the ad-libs)
FULL CHAIN (full combo + all ad-libs, this is what the original showed for a normal full combo)
PERFECT (quaded the file, including ad-libs)
The full combo display delays itself to after the last hold if completing that hold would get you the quad, provided you hit all the ad-libs already (and if you drop the hold, you get FULL CHAIN instead)
If you have shaders disabled, I replace the uvclamp shader with simple cropleft&right. Maybe there's a good way to recreate the uvclamp-ness, but I'm not sure right now.
The mines that fly around the receptors now match your noteskin choice

Mod changes:
Added tinyusesminicalc
Made drawsize consistent
Full Range Dark means 95 dark becomes 90 dark, 90 dark becomes 80 dark, 50 dark becomes 0 dark
Removed some tinyz because tiny also affects z axis

Internal changes:
Used PlayerStageStats functions to help with FC checking
Turned off points for notepath
Used ratios to scale things like zoom, position, added basezooms
Replaced Template One with PandaTemplate
Replaced the stealth splines with hiddenregions to little or no consequence
Replaced P3 with a Def.NoteField that has no chart (because it doesn't need one!)
arrowpath becomes notepath
Used actor function names because I'm not using custom tweens, but I do have easing functions for actors
Removed test_cube because it isn't ever shown
Incremented a lot of columns
holdtiny becomes holdtinyx
Used aux values because y2 isn't real and wrapper states didn't appear to match the original???
We have an engine-provided lerp. it works fine
longboys becomes extendholds
Made it so adlib checking only runs during sections where there are ad-libs
Had to increment some other things.
Had to preserve some zoomz for some actors
Made heavy use of rotafterzoom(false)
Attempted making the objects in the world be consistently positioned
Had to move one action .01 beat earlier to get around unstable sorting of action queues
A number to the power of 1 is itself
hidemines becomes stealthmines
Made it so I'm not constantly setting vertices in the background all the time
Deployed emergency tactics because SendFakeJudgment properly senda a JudgmentMessageCommand (which I use for the ad-libs judgment actors!)
centered2 becomes centeredpath
Combo tracking is easy to do through PlayerStageStats and ComboChangedMessageCommand
Had to wrap some AMVs inside ActorFrames because vertices can be tweened!
Scaled some FOV and added some fardistz
Did some super lazy scaling by just making things Bigger if the screen is wide enough
ActorMultiVertices can just have a starting texture defined. No SetTexture needed
Attempted extending the trees (only works up to 32:9...)
Replaced the intro squares with wireframe'd quads
Due to how skew works in SM5 + adding our skewafterzoomrot(true), I had to heavily mess with the skewx for the SDVX lasers. Hopefully it's close enough

Have problems getting this to work, or want me to convert something to SM5? Let me know!
If you want to support me, I have a Ko-Fi and Patreon!
https://ko-fi.com/mrthatkid4
https://patreon.com/mrthatkid4