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What is the feature you want to see?
The perspective of the player matching the perspective of the original game.
Why would you like this feature?
Game accuracy.
Makes portrait ghosts turning (in)visible more noticeable.
Can fix rapid teleportation issues (based on how it's implemented) without needing to provide a hack-fix
Any alternatives you've considered?
Current implementation; while fun, it's not the best to notice portrait ghosts, and is prone to rapid teleportation issues.
Additional context
To do to implement
Change E. Gadd and Toad to look at the nearest player model
Change ghosts to target player models
Change item usage to originate from player models
Change portrait ghosts turning invisible to be based on flashlight shine direction, rather than player facing direction
Add room models, so the fourth wall can be seen through from one side, and the black box can be removed from doors; due to how models work, it's either completely being made brighter or darker, not per section; this needs thought on how to change so flashlight and lamp shine works again; alternatively, use spectator mode, where certain actions is using items (what actions? movement is used)
Remove back faces of wall-attached furniture (wall candelabras, paintings, door frames)
Add transparent door models (for 4th wall doors; transparent on one side, solid on other, turned solid on opening)
Change player to be positioned offset from their model based on scores which tell the relative distance, min and max positions (x y and z; y relative for ladders and stairs)
Change player's view to be a forced direction (x and y scores; x inverted when the player has flipped gravity)
Change looking left/right/up/down to change the player model's rotation
Change moving left/right/front/back to move player model
Add setting "movement mode" "normal" or "sidestep" (sidestep prevents y rotation overwriting when moving in dark room)
Set gravity to 0 to allow moving around
Change room bounds and obstructing furniture to different non-solid invisible blocks (so player isn't obstructed, but ghosts, flashlight, GBH, and poltergust are) (cave air (wall/floor/ceiling), void air (furniture), moving piston(stairs: facing = step up direction, ladder: facing up, slightly elevated floor (eg astral hall): facing down))
Change GBH scanning to warp the player to their model, making it 1:1 positioning again; body turning instant, regardless of sidestep mode, no moving around
Change player model head to look at non-furniture entities; will not overwrite rotation
Change ghost stunning to make the player model aim at the center of the ghost hitbox
Add a cheat mode for walking through walls (warping already works) and where jumping and sneaking increases/decreases y value of luigi (useful for development) (partially added, doesn't properly trigger warp yet)
Make camera tag disable the forced perspective
Make the player have a "black box" limiting view to the intended limits
Change GBH item model to always display in the corner (or only when E. Gadd is calling or clock is active) (Model in offhand with gui scaling of 0.0, main inventory item is then a separate model with only gui set to non-0.0 scaling)
The text was updated successfully, but these errors were encountered:
What is the feature you want to see?
The perspective of the player matching the perspective of the original game.
Why would you like this feature?
Any alternatives you've considered?
Current implementation; while fun, it's not the best to notice portrait ghosts, and is prone to rapid teleportation issues.
Additional context
To do to implement
The text was updated successfully, but these errors were encountered: