Garry's Mod

Garry's Mod

Soul of Cinder SNPC (Beta)
drgbase port
i feel like vj base is having a decline and is being replaced by drgbase
(honestly navmesh is better than nodes) i hope there will be a port by anyone doesnt have to be this creator specifically :)
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Showing 1-4 of 4 comments
stanxd0 2 Jun, 2023 @ 9:14pm 
A DrGBase port for all of their SNPCs would be good, however I'm not sure if it's that easy to do. Hope they see your discussion post.
carolynhale80 3 Jun, 2023 @ 7:14am 
Originally posted by big guy:
A DrGBase port for all of their SNPCs would be good, however I'm not sure if it's that easy to do. Hope they see your discussion post.
yeah i agree
RedFlytrap  [developer] 8 Jan @ 3:18pm 
Originally posted by do not give this man a taser:
A DrGBase port for all of their SNPCs would be good, however I'm not sure if it's that easy to do. Hope they see your discussion post.


This is happening, but not with DRG, this will be on a much newer version of his base with more technical fixes (especially regarding animation logic). There were a few reasons I didn't bother with a DRG port, namely how Drago checked the hulls when animations would play. This caused animations like the abyss watchers dash if fighting another watcher, to clip into them and cause them to randomly teleport away to reset themselves (thinking they got stuck). On top of this, given how close the dark souls NPCs engage in combat, this caused animation stuttering which looked horrendous.

On a more positive note, there's MUCH MUCH MORE i can do with Dragos new base, leagues more than what I'm currently able to do with a traditional NPC base (say vj base given that's what I normally use). One thing I can touch on is the TurnRate of Nextbots as opposed to NPCs, Fromsoft uses values like 90, 80, 180, 300, etc. really big values. With NPCs (like on vj base), i have to constrain the values from 0 to 24 and figure out the math calculation behind it. Where with the nextbot base I do not and can use their raw values instead. Furthermore, I can use movement multipliers, these are multipliers that when applied cause the movement portion (of that animation range) to become drastically longer or shorter depending on where it's needed and if the target is in or out of range.

Other miscellaneous additions are with how combos are handled, AI logic with the new base being more in line with GOAP (similar to what souls does to begin with), and so on. Once some other stuff is in place tool wise, I'll end up doing Dark Souls 1, Dark Souls 3, Bloodborne, Sekiro, and lastly (God I ♥♥♥♥♥♥♥ hope so...) Elden Ring.

For those hoping about Elden Ring and IF I'd do that game, I want you to know that Elden Ring (ER) is EXTREMELY difficult to port from given how they have it set up. I'd much rather take my time porting Dark Souls, Bloodborne, and Sekiro since I know they'll work as intended.


Sorry this post took me so long to actually see hopefully this answers the questions and clears stuff up.
stanxd0 24 Jan @ 5:15am 
Originally posted by RedFlytrap:
Originally posted by do not give this man a taser:
A DrGBase port for all of their SNPCs would be good, however I'm not sure if it's that easy to do. Hope they see your discussion post.


This is happening, but not with DRG, this will be on a much newer version of his base with more technical fixes...

Dude that rocks, thanks for letting us know
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