Toribash
Original Post
[MP][WIP] Pouffywall's Mods
Hey! This thread is for anything new or interesting I come up with.

Any sorts of comments are greatly appreciated.

Downloads will always be under the spoilers, linked next to "Current version is:"


Acroshu (wip)


Twinkido (wip)


Nagamaki (final)


Showdown (early wip)


modtools



PM me about mod ideas or suggestions unrelated to posted mods.

under renovation
Last edited by pouffy; Dec 16, 2017 at 02:23 AM.
just came here to say: you're a genius.


small note: did you make everything ungrabable except ceiling? if so i love u
Your messed up world enthrills me
Interesting. The lattice allows for some unpredictable movements. One thing you may wanna try is to enable grab but make everything ungrabbable (flag 16 on everything). That way you can make grabby hands longer and wider; more useful for utilizing the lattice.
Actually, I did do that, all of that - but in a different version. I think a WIP is still in the database. I'll go look for it in a second and edit my post.

Kane and I played a grab version earlier and grabbing made matches very very messy (in the sense that you could hang on the lattice forever). I guess it just looked ugly. I ended up liking no grab a lot better, however there was the issue of it being hard to use. To compensate, I put the friction on the lattice on steroids and now you can hang on it relatively easily with no grab.

I did make the invisible ceiling ungrabbable in the earlier version though, and lowered friction and bounce on the ceiling in the current version.


EDIT - The grab version in the database is poufshu08.tbm

I may or may not have individually placed every single bar for the lattice individually in that version, so there's 100+ objects and it probably lags a bit. I guess I can remake the grab version based off of the newest. I'll upload that later.

re:EDIT - Oh, while I'm here I'll add a WIP of a different mod I'm working on.



Current version is: psoccerwip06.tbm

I didn't know of any legit soccer mods, so I decided I'd make one myself.

This mod (version) currently includes:

- Win triggers on goals and hands. Points, dms, dq, frac removed.
- Balance mod (of my own design, with inspiration from MTBalance.tbm) allowing for easier standing/running movements (so you can actually play the darn thing lmao)
- Small edits to joints, such as:
* Edits to ankles allowing for quick adjustments (which can often be the difference between a good kick and a failed one getting caught on the ground)
* Glutes moving on two axis. It can be pretty hard to turn quickly, so I played around with some ideas and this one works okay.
* Super experimental changes to the hips. Timing for running is off in higher turnframes, so I tried making the hips move more slowly to adapt to those higher tf.
Last edited by pouffy; Mar 20, 2016 at 07:48 PM.
Haha, I'm hardly a genius... buuuut I'll take it. Thanks~

I'll do my best lmao, but no promises.


Remade a grab version for acroshu, enjoy!
Last edited by pouffy; Jan 28, 2016 at 03:39 AM.
alright will check the no grab. i already wanted to suggest you making a the lattice with high friction, but you did it. might not need grab at all. althoug the grab was fun

cool soccer mod keep them coming
Your messed up world enthrills me
Hey, so something a bit different this time. I've been playing around with body mods and optimizing the tori for particular metas (striking, kicking, etc.). To this end, I've messed with densities, point distributions, individual dismemberment thresholds for specific joints (i.e. 500 for the wrists and 345 for the abs) and some selective ranges.

I'm still trying to figure out how exactly I should fine tune this to make it work better, but I figure it'd be best to release some WIPs so I can get feedback.

Shoutouts to both Odlov for inspiring me to start messing with densities, ranges, etc. and to Scourge for helping me out with testing and giving me pointers on how to tune the kicking mod.

Just a few things about both:

Striking



Kicking



I figured attempting a grappling mod would be useless, since Odlov's grappling mods are bloody fucking brilliant.
Attached Files
striking_test01.tbm (9.3 KB, 6 views)
kicking_test06.tbm (9.5 KB, 9 views)
Last edited by pouffy; Mar 4, 2016 at 02:46 AM.
Okay, seriously, this is a huge help and thank you very much for doing this. I'm a little lost in this whole thing and an "expert opinon" helps me a lot.

Originally Posted by panttersin View Post
Going to comment on kicking since thats my special area.

First of all, I personally believe in default toris for competitive play. Every comp mod should have the same tori in my opinion. From a mod making standpoint custom toris are more interesting. But for a player, having one tori to learn absolutely perfectly is the way to go. Learning each mods meta, playstyle and adjusting that to gravity is already a task. Learning a different tori for each mod on top of that doesnt feel right.

Ill go over all the points briefly, and compare them to the current best competitive kicking mod, erthtkv2.

The way I see it, it's about adjusting the tori to the meta. I mean, it's been 10 years since toribash came out. A lot of mod and gameplay related development has happened, but everyone still plays with toris whose wrists give as many points as their necks. Of course, that's up to debate and from here on out I'll probably start working from two versions of the mod just to compare and contrast.
(the changes I've made are actually extremely subtle, and you might not have ever noticed them if I didn't point them out)

Ah, and I should probably warn that I'm a lenshu player, so I'll make a lot of loose comparisons to there. It's all I'm really familiar with, so I've drawn on a bit of my knowledge there to try to make blumbering around in the dark making a kicking mod a bit easier.
I think wrist dms are not as big of a problem as they are made out to be BUT increasing wrist dm threshold is a welcome change. with the 120 dm of erthtk and the 100 of TK wrists are pretty glassy. Just make it sure you cant punch into a kick with an extended wrist and that should be fine.

Now that you bring that up, the thresholds on the wrists might be a bit high. I haven't payed a whole lot of attention to exactly how I've used them in testing (I've been a lot more focused on how suddenly versatile and reliable they are lmao).
I disagree with this. If you have played erthtk as a duel mod or on a "high level" you'll know that shoveling is actually pretty god damn strong. And there are only a few ways to counter a 100% defence openers, one of them being shin/ankle kicks. Removing power from ankle kicks would increase the already strong "ultradefensive" play.

Alright, noted. I think I already have a way in mind that I can redesign the point gradients on the legs.

I mostly took the idea there from my experience in lenshu3ng.tbm. Legs are typically the primary tool for striking there, and because they are such "high traffic" areas, a lot of bumps and scrapes occur that can literally be chalked down to nothing but bad luck. Nerfing the points in the legs a bit solves the problem tremendously there, although I did overlook the fact that you have a lot more control over what you're doing in tk mods than you do in lenshu3ng or rk-mma.
I don't think this is really a problem with the current kicking mod

Well, not with erthtkv2. Although, it was an issue in an earlier version of the mod where the thresholds were just simple gradients up the limbs. It was actually a little humourous. But yeah, I just wanted to clarify that, as on paper it looks a little bit odd.
I personally dont like idea of a cage since you can use it to create alot of force when otherwise it shouldn't be possible. When you have a surface other than the floor to push from, you dont have to worry about your balance as much. But I'm not going to say that a cage is an absolutely a bad idea, just a personal prefrence.

In testing, I have noticed that a little bit. I can't say whether it makes gameplay worse or not, but it does definitely change gameplay. I'll see if I can think of any other alternatives to a dojo other than the cage.
-15.68 seems like an oddly specific number but 15 is a good gravity for kicking for sure

Okay, this one was totally because I'm a bit of a special snowflake. Won't lie there. I have a thing for the number 68. I can always clean the number up (and I tend to in final versions)
I completely disagree with this, for the same reason as I disagree with the tori mods. Competitive mods should have consistency! No other mod has a weird number like 13 in it, and I believe you would add it just to make your mod "special", not because it would benefit the gameplay. Learning a new 13 frame jump that is slightly different from the standard 10, just feels pointless.

Surprisingly enough, unlike the above 15.68 thing (which is actually a bit embarrassing when you point it out lmao) 13 wasn't arbitrarily chosen. Something I've learned from playing lenshu3ng and rk-mma is that a lot can change with just a small adjustment to the tf. Heck, even adjusting lenshu's 30 tf to 25 makes blocking a lot easier and more manageable, because you do have that opportunity to react.

The other side of the coin is, if you make the tf too minute you just can't do anything in a turn. What I was trying to do with the 13 tf is balance that a bit better: reaction vs. action, I suppose. I mean, just adding 3 frames to each turn added 45 frames total to the match.

At least, that's what was going through my head when I tried it out. Of course, everything in the mod is pretty experimental since kicking isn't my forte, so changing it won't leave me butthurt or anything.
As a conclusion. Random dms arent too much of a problem that you need to raise the DM to be like 180 or anything that high. I honestly think all around 140 is enough, but thats just me. Strict no from me for the mod tori. Other than that, all the points seem quite functional.
And one thing to remember is that the more speed you add, the less control you give.

Finally got around to checking it out. I really like the little cage you made, and like the idea of making leg strikes score more points than hand/arm strikes. Helps really steer it into the kicking direction. I think 13 tf may be a bit much for a kicking mod since it makes it more opener-dependent, but then I don't even play kicking mods so idk.

Also disagree with panttersin about modifying toris, though that's hardly surprising since I do it all the time. Default toris are very unrealistic (in terms of joint strengths, ranges, proportions, and points allotted for injuries) and if you're serious about making a realistic mod then you're best off changing many things. For example, default toris have shoulders with 4 strength each, ridiculously high, while hips (load-bearing joints that should be a bit stronger) only have strength of 2. This is why in aikido shovels are so op. Abs, the joint that supports the whole upper body, have just 3 strength in default, less than one shoulder. I cranked abs up to 7 in sumore_e. Wrists have strength of 2, which is same as elbows or hips, and that's clearly wrong as well. Should be more like 0.60-0.80. Default velocities and weight distribution is also a bit off. Points are also dumb. Breaking opponent's wrist should give you more points than giving him a half-assed kick to the leg. Breaking his neck should give way, way more points than breaking his wrist. In default you only get 15,000.

Of course none of this matters if you don't care about realism. I do though. As for consistency across mods, I don't think there's need for that. You learn each mod by playing it. The toribash fundamentals stay the same, and you get quickly used to any differences in joint strengths/velocities or w/e.