#SLAMFIRE: 3D Movement FPS / Immersive Sim

1 messages · Page 3 of 1

storm kraken
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the player when they shoot their brain into another person does indeed become a husk simply sitting there waiting for you to return

hexed yoke
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ohhh I just realized

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youre switching bodies

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thats fancy

storm kraken
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hehe ye

compact raptor
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Very fancy indeed

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Hmmmm

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Getting stealth game inspiration

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Imagine guards searching for someone matching your description, except you've already swapped brains and are hiding amongst the guards pretending to look for yourself

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You could be a little alien intruder

storm kraken
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hahaha, the thing but it's you controlling it

storm kraken
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made a confirm on quit menu, also optional, and detects where you're quitting from

storm kraken
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redoing the menu a bit with that stuff done

compact raptor
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Yay

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Hey you got any particle effects?

storm kraken
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not a ton, but the rocket explosions are

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i've been meaning to make better ones eventually with proper sprites and whatnot

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for now it's kinda limited experiments

compact raptor
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So you know how to make them though?

storm kraken
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basic ones are not that hard

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yea

compact raptor
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I'm struggling

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suffering more like it

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#1191567732920045598 message

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This is like the best I can do

storm kraken
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meh, it just takes some time and experimenting

compact raptor
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That took an hour 😭

storm kraken
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the rocket explosion is like, 5 different ones
3 emitters and 2 sub emitters

compact raptor
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Wait you can have multiple emitters?

storm kraken
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yeah and you can use an emitter as a particle almost

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sub-emitters

compact raptor
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Is that just like multiple nodes?

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And how would you start them all at the same time?

storm kraken
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the explosion in previous footage was

  • GPU particle node shockwave
  • GPU particle node fizz
  • GPU particle node fizz emitter (shoots out partiicles that have the fizz emitter above as a sub emitter)
  • flame plume
  • flame plume emitter
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etc

compact raptor
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I am very bad with particle hierarchy and management

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I have basically no idea the intended way to use them

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Setting emitting to true to start a one-shot particle system feels weird

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And resetting it erases the particles so you sort of can't play the same effect two times at once

storm kraken
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yeah, sometimes i also spawn in particle scenes to do that too

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you'll figure out a systme

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mine is still super rough

compact raptor
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You know what

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The draw() method isn't too shabby...

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Maybe I should make a QuickEffect2D

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Or a OnceEffect2D

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Hey sinewave

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Have you done saving and loading yet?

storm kraken
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hi

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yeah

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i don't intend on doing saving/loading mid game like traditional shooters

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but i do have code for examples of that if you want to see it

compact raptor
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I just did it!

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And it uses human-readable resources!

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And it uses SafeResourceLoader too!

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The awesome thing is that this is all automatic

storm kraken
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:O

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nice

compact raptor
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I just do GameManager.load_save(0) to trigger ALL of that

storm kraken
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yep

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i have a Client autoload that handles among other things, loading and saving the cfg file

compact raptor
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Usually that won't trigger a save, but if it makes a new file, it saves it with GameManager.save_progress()

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I actually avoid autoloads

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I prefer static variables

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It's pretty fun you should try it out

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So GameManager is actually the name of a class

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and load_save() is a static function

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As is progress_data

storm kraken
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i do a mix of both, it depends

compact raptor
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Me too

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Like Transition is an autoload

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but Main is just a regular scene that holds all of the "game world"

storm kraken
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var autolaunch: bool = true
var msens := 100.0
var startup_mode: LuxWindowManager.StartupMode = LuxWindowManager.StartupMode.SINGLE_WINDOW
var username: String = "USER"
var confirm_on_quit: bool = true
var console_pauses: bool = false
var _quit_to_console: bool = false

func load() -> String:
    var config = ConfigFile.new()

    var path := LSDLIB.Utils.get_dir() + "/cfg/settings.cfg"

    # Load data from a file.
    var err = config.load(path)

    # If the file didn't load, ignore it.
    if err != OK:
        if err == ERR_FILE_NOT_FOUND:
            save()
        return "Packet not found. Creating a fresh copy."

    autolaunch = config.get_value("settings", "autolaunch", false)
    msens = config.get_value("keys", "msens", 100)
    startup_mode = config.get_value("settings", "startup_mode", LuxWindowManager.StartupMode.SINGLE_WINDOW)
    username = config.get_value("settings", "username", "USER")
    confirm_on_quit = config.get_value("settings", "confirm_on_quit", true)
    console_pauses = config.get_value("settings", "console_pauses", false)

    if startup_mode == LuxWindowManager.StartupMode.CONSOLE_FOCUS && confirm_on_quit:
        _quit_to_console = true


    return "Reading user datapacket..."

func save() -> String:
    var config = ConfigFile.new()

    config.set_value("settings", "username", username)
    config.set_value("settings", "startup_mode", startup_mode)
    config.set_value("settings", "autolaunch", autolaunch)
    config.set_value("settings", "confirm_on_quit", confirm_on_quit)
    config.set_value("settings", "console_pauses", console_pauses)

    config.set_value("keys", "msens", msens)

    var path := LSDLIB.Utils.get_dir() + "/cfg/settings.cfg"
    config.save(path)

    return "Saved to: " + path```
compact raptor
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MainMenu will be a separate scene

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Woah autolaunch? Woah startup_mode? WOAH username?!?!?!

storm kraken
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yeah, dictates if you have console embedded or in a seperate window

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or what the console calls you

compact raptor
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Very cool 😎

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My protagonist is Pick and nobody shall alter her glorious form

jaunty vessel
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Hi all! There aren’t any play test builds available yet right?

storm kraken
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not yet, but soon

compact raptor
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You can pin messages

storm kraken
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so far, the only builds have been for testing movement code

compact raptor
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You should totally do that

storm kraken
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true

jaunty vessel
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Cool thanks! I will keep following 🙂

compact raptor
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Wait can you not do that in forum posts

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I could have sworn...

jaunty vessel
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I don’t think so

compact raptor
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Yet there is a pinned messages icon in all forum posts

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The permissions must be disabled

storm kraken
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oh wait, teddy, you did Crus modding right

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sick

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if you want, the discord link in my bio goes to the dev server

storm kraken
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there should be some test builds very soon though.

one thing i have in mind is making this moddabke because omg cruelty squad sucked at that

jaunty vessel
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Ah cool thanks yeah I have a universal godot 4 VR mod in progress hence my extra interest 🙂

compact raptor
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Can you make some of those into announcement channels so that I can connect them to my server?

storm kraken
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it was so hard to work with

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hell yeah that's so awesome

jaunty vessel
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I don’t even need modding tools any more haha

compact raptor
storm kraken
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yeah, will di

compact raptor
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Veeeeery nice

jaunty vessel
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Still modding tools are appreciated hopefully I or other fans will build on top of the basic VR functionality

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There will be limits to what I can do universally

storm kraken
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oh yeah, i already have the game map building tools distributable and it loads maps at runtime

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but i wanna let people add weapons and enemies

jaunty vessel
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Awesome!

storm kraken
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regardless, great to see you again, thanks for stopping by

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hopefully you and many others can play something soon

i'm almost done rewriting enemies and actors to be one base scene with different controllers etc

jaunty vessel
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Got the link thank you! Keep on with the great work!

storm kraken
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you too friend

storm kraken
hexed yoke
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looks amazing

compact raptor
storm kraken
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some more UI work today in the off hours of 'urg, i don't wanna work on the rewrite but i want to be productive'

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icons for the various menus and things

compact raptor
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AY a spritesheet!

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Love to see it

storm kraken
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actually these are stored indivudally, i just use the sprite sheet export preview to take a single screenshot

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sometimes i do spritesheet it out though

compact raptor
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Aw man

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:'(

storm kraken
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it just depends on what it's used for

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some things like different menu icons are a bit... not worth using on a single sheet imo

compact raptor
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I don't use spritesheets for my static characters but for the UI sheet, which has like every button ever, I do

storm kraken
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huh

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how's that work? i hate using animated textures for control nodes and shove as2ds in usually

compact raptor
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Oh most of the UI is not control nodes

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Just kind of in the world so far

storm kraken
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ih

compact raptor
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I'll probably be using separate images when I get to HUD and such

storm kraken
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i forgot 2d gets to be different

storm kraken
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it's not 100% functional yet but we got the actor possession system working

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and i slapped player movement on another actor and it followed me around so we walked up stairs together etc

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👍

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making it fully complete shortly here

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but it's almost in! :D

jaunty vessel
compact raptor
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Oooh I suppose you could

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Or... an ESCORT QUEST

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MWAhaHAhaAhAAHAHa

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:)

storm kraken
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instead of jumping over, i just controlled it as well as myself still

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and i thought hmm.. you could do something with that, a friendly AI kinda thing

the way it jumped with me reminded me of TF2's soldier/medic combo with a quick fix - when the soldier rocket jumps, the medic is launched with them

storm kraken
storm kraken
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doodling some more practice art today to try and get better, and also find a more firm color palette

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i'm not so good at certain facial details, so practice practice practice it is

storm kraken
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though it's not quite accurate atm

marsh crest
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when will you get to working on combat and gunplay?

storm kraken
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pretty soon; a lot of what i did in the. past was learning how to do things and where they started to go wrong

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gunplay has been explored a bit but nothing incredibly final. definitely some plans for larger structure of the game tc

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before i really start digging into that, i want to make sure i have the basic stuff set up in a way that isn't going to be an extreme hassle down the line

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..been the case so far lol

compact raptor
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🙃

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Luckily refactoring is "fun"

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As in you have to do it eventually and you'll be happy when you do

storm kraken
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yeah

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in the middle of that now with the actor stuff, but it's almost done

compact raptor
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My Actors are a mess

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I'm yet to touch state machines

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But I will soon, pinky promise

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I have this one puzzle object that I need to implement that will require some new features and a refactor

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I will have to implement state machines and turn management

storm kraken
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on the topic of gunplay,

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this thing came out pretty interesting in first person

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needs more detail, but the proportions are juuust right

compact raptor
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This is a cool game :)

storm kraken
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in the past i went with custom resources for weapons but ultimately scenes are kinda custom resources. so i'm moving some things out of that and into a scene based approach from an inhereted Weapon scene (maybe stupid and should just be a class node)

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either way: throwing this back in and getting it to work with the actor look direction system and whatnot

compact raptor
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I do a mix of all 3 :D

storm kraken
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yeah, my actors work like that

compact raptor
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Inherited scenes, classes, and resources

storm kraken
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yep lol

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side note, remote transform 3D is the one node allowed to break The Rules

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love that thing

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like, wow

compact raptor
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Haven't used remote transforms yet

storm kraken
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also, lookdir is a bit of a misnomer as the real actor look direction is the raycast - and that's what gets used - buuuut for simplicity rn i use it as the base rotation from input before any view effects like bobbing and whatnot, to saparate them more cleanly and abuse inhereted transforms instead of math in code

storm kraken
# compact raptor Haven't used remote transforms yet

it's a bit of a limited use case hackaround but i use them for two things:

  1. something like the above where i need to override some already custom positional behavior for specifically one thing

  2. The game cameras :D

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what you see is a Lie

storm kraken
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also, whoa: putting in the ik arms and whatnot

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i tweaked the old skin shader and..

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i realllllly like this!

compact raptor
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Me too!

storm kraken
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never seen it but i have heard of it :o

storm kraken
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i will now crank up the view bobbing, to ensure my players are air strafing as much as possible

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(this is a joke)

compact raptor
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Yay

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Nausea

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Makes the game 200% more realistic

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Because who doesn't get dizzy while walking in real life?

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😎

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I better find a way to put that in my 2D game

storm kraken
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yeah this is kinda why i like having a decent 3d weapon bob, but the head bob is exclusively up and down

compact raptor
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Smart

storm kraken
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that'll be an option but i'm experimenting since the values are of course linked and i was able to rewrite it from the start much more cleany to use 3 different sines instead of one

compact raptor
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Three different what nows?

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😏

storm kraken
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i was avoiding the joke and you did it

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lol

compact raptor
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I never pass up a pun

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I'm punstoppable

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Anyway you got the source code for that cloning device?

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Ok I'll stop now

hexed yoke
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all seriousness that looks fire

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please make that an togglable option

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idk why but i really like it

storm kraken
compact raptor
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:O

storm kraken
compact raptor
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You have any shareable components?

storm kraken
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this one's a part of the player controller

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in a nutshell

hexed yoke
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gorgeous

compact raptor
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I'm going to make a state machine addon

hexed yoke
compact raptor
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I need it for Command Quest

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But it seems so useful in every project so...

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It will be pretty simple but very easy to use and versatile

hexed yoke
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what exactly are the benefits of using a state machine rather than just having a variable containing the state value?

compact raptor
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Reusable states

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Across any entity

hexed yoke
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ohhh ok

compact raptor
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And also cleaner code

hexed yoke
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thatll be more useful for games that reuse alot of different things

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like rpgs

compact raptor
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And also running code when a new state is entered or left

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Like an _enter_state() function

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Also makes synced animation waaaay easier

hexed yoke
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ohhh ok

hexed yoke
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lol

compact raptor
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Oh yeah lol

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But we all know what you mean

hexed yoke
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I thought a state machine was only a node with child nodes that run their own separate logic for different states

compact raptor
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Godot-style node-based state-separated finite state machine

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Actually I will start that today

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It shall be called "StateBot"

marsh crest
storm kraken
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a fair bit of time ago, but there's still some drawn frames used

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like the kick

compact raptor
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Oh when did that happen?

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I feel like I just saw you sharing some new prerendered frames like last week

storm kraken
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about a month ago

compact raptor
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:|

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Time for me to rush

storm kraken
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i've always had them as 3d models

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it wasn't much to swap over like that for the weapons

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and i originally a long time ago had some basic 3d models i made for when the game was 3d originally

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but the dip into sprites and voxel art taught me so much and i like where it's ended up in a halfway

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i'm going to be pushing that further with props i think

compact raptor
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I like the style of the thumbnail so much that I'm definitely using it in-game

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Mixing styles is cool

storm kraken
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most props are just things like furniture and what not are really just textures on flats with the complex map geometry. a select few will have specific extra models that are voxels and these are important game objects like the hackable computers or health pickups or ammo right

compact raptor
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Ah I see

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Using the style contrast to highlight interactable objects?

storm kraken
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and then finally A lot of detail props will simply just be sprites

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sorta, when you think about it that way

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i never considered it but that's totally how it ends up in build engine

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due to limitations the 3d stuff was reserved for important things

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buttons, pickups, itons

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there are some minor 3d props that are interactible like food voxel models etc as well. but it's interactible to some degree. even some physics props

compact raptor
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Limitations = new creative solutions

storm kraken
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i'm not sure how intentional it was as much as 'we want to make as many 3d objects as we can, so let's make te things the player directly manipulates in the world that"

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i guess it is?

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i don't know lol

compact raptor
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It's subconscious

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"We can't do it to everything, so let's make the important stuff 3D"

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Mostly just because it's cool

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But then it ends up having a bonus effect

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I guess when you think about it, they probably were like "We want the player to see this" (not for game design, just because it's cool)

jaunty vessel
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Remote transform’s path would be to the node marked Weapon right? Funny I was experimenting with VR weapons and my approach was to take the original weapon node, find it, set as top level and set to remote transform on my controller so may need a different approach for Slamfire ha

storm kraken
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the weapon node is not the actual weapon node

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it's a dummy manager basically (and i should rename it)

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but yeah, remote transform pushes its own transform to something else

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so the game camera is a node atached to the player view pos node and the remote path is the camera3D in a viewport elsewhere

jaunty vessel
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Oh that’s interesting

storm kraken
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a little late night treat, got a biiit tired of working on guns so i re-worked the sky shader code because it was bothing me bigtime

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i have Successfully Eliminated the 'jump' when the texture wrapped around

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the sky texture itself was made with substance designer

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the fiiiirst thing i've made with it so far

storm kraken
storm kraken
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so that's a fun fucking mechanic that i'm going to need to balance like crazy

marsh crest
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what is that, hair strand, red jam?

storm kraken
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yeah, wanted to experiment with some visuals taking a bwuick break last night from the weapon code

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is hair

hexed yoke
storm kraken
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I would never self insert

hexed yoke
compact raptor
storm kraken
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i do have some voice actors but I'll definitely be voicing an enemy lol

compact raptor
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Haha awesome

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I'm doing all of the voices for Command Quest

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thanks for reminding me

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I'll be doing them Hollow Knight style

hexed yoke
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im Security Bots

compact raptor
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Are you also doing it Hollow Knight style?

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Little adorable grunts and murmurs

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ngyah

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woolooloolooloo

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mrmrmrmrm

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gaaaaaaah...!

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Or Zelda BoTW lady style

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💖 Oh hoho 💖

storm kraken
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i know you are asking nether but i will be screaming awful things 😂

hexed yoke
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this is something i havent had to think of before

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the thing is

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in this game, itll have voice acting rather than just lil grunts and things

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but itll also be funny if it does

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i think i may do a mix

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security bot spots you
"hey, you're not supposed to be here"

storm kraken
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yeah, i'm going to have the trope-y borderline annoying voiced protag dropping the dumb one liners

compact raptor
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"Wow, that's a good find"

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"Take that! And that! And that!"

hexed yoke
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the protag for us is going to be like

compact raptor
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"Aw man. I guess I'm dead now."

hexed yoke
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naive at first and the side protag would just be bashing on them

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but slowly they become more comfortable and friends

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so now if the side protag throws a insult (jokingly ofc), the main protag throws one back

hexed yoke
compact raptor
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I'd love to see the change over time

hexed yoke
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main protag: dies
side protag: dumbass

compact raptor
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"Ugh, now I have to respawn you again."

hexed yoke
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actually no, that wouldn't make sense since theyre both kind of the same entity

hexed yoke
hexed yoke
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huh?

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idk what ur on about

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no lore was revealed just then 🤔

compact raptor
stuck frost
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Duke Nukem vibes I’m getting already

storm kraken
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hahahahaaaa precisely

storm kraken
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on that note i do consider ion fury to be a huge inspirationz though i am glad to be moving away from being such a direct copy, visually

storm kraken
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okay off and on today i've been just fiddling over and over and over and over but slowly i think we're getting somewhere y'know

i was staring at a reference pic for proportions but once i had the head shape i just got lost in doing my own version

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still some work left to do, but i'm getting closer to some more consistent thoughts and whatnot

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oh hwoops i totally left a layer hidden, lol, no wonder the hair looked a bit odd

storm kraken
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:water_gun: or whatever

jaunty vessel
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Is this the main character?

storm kraken
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working on that, yeah.

i wanted to do two, loosely following the story and some themes from afes PKD novels that are a favorite of mine, and i figured I'd start with that

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unfortunately for me drawing faces on people has always been pretty difficult, I've always been much better at texturing in abstract shapes and other things

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But with time I think I'll have at least some ideas and concept art that I can show people and get more refined work done if I need to

compact raptor
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You did great though!

jaunty vessel
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Looks good to me for sure!

storm kraken
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thank you very much

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textures are the fun part of it for me, i love painting textures of any kind. something about the process scratches the right itch in my brain

compact raptor
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You paint them!?

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Like by hand from scratch!?

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:O

storm kraken
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mostly, though some things i am going to use substance designer for

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that sheet i posted a while back was hand painted in aseprite

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i just opened up a 64x64 image and pained and sometimes I'd duplicate a frame and draw a variant like brick and mossy brick

compact raptor
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Nice work!

storm kraken
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The bulk of my work is done with literally one tool

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the shading tool

storm kraken
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thank you :>
i'm workin' on these to match

storm kraken
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the greens are just right 👌

storm kraken
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well wasn't that fun to finish into the component system

which i think i pretty much get now

the view effects are back and properly done, i thought one bug with them was collision so that wasted a ton of time last night

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also the movement code got a review

i think hard splitting move air and ground can be odd, because it can kinda change midway through

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much like the other part of the process, it's worth reevaluating instead of really 1:1 quake 3 algo

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so i was able to write an improved version that eliminated the 'head stuck' bug on walking

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the idea goes something like

#
            var n := collision.get_normal(j)

            if has_surface_control():
                # normal ground
                if n.y >= 0.7:
                    #if move_vel.dot(n) < 0.0 && !_move_step(move_vel, collision, delta):
                    move_vel = _clip_velocity(move_vel, n, 1.001)

                # steppable ground (?)
                elif n.y >= 0.0:
                    if move_vel.dot(n) < 0.0 && !_move_step(move_vel, collision, delta):
                        move_vel = _clip_velocity(move_vel, n, 1.001)

                # This is a weird one.
                # Smacked the head inside a pyramid or some shit
                # Bump it back so we don't get stuck (that would be very not cash money)

                elif n.y < 0.0:
                    if move_vel.dot(n) < 0.0 && !_move_step(move_vel, collision, delta):
                        var adjusted_normal := LSDLIB.Math.vec_xz(n).normalized()
                        move_vel = _clip_velocity(move_vel, adjusted_normal, 1.5)

            else:
            # in the air, or on a slick surface:
                if n.y >= 0.7:
                    # hold up wait a minute This Is Not an Air Move (But Maybe)
                    _check_ground()

                else:
                    # hit a wall midair
                    move_vel = _clip_velocity(move_vel, n, 1.001)```
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that gets iterated a bit more too

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-> check ground automatically updates the flags for movement etc

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ultimately this is the fusion of a few different movement algorithms, i'll go over each one before releasing and assign some credit where it's due for different parts of it

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it's not quite there yet but it behaves a hell of a lot nicer now

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i think really it'd be wise to track collisions and do the whole seam thing for them but we'll see

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(that is doing a cross product for a new sliding normal)

storm kraken
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i promise i am still hard at work here

yesterday was a biiit of a low energy kinda day but today is a new one

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so we're doing some experimentation, and so far, the octagon player box feels a loooot better and more consistent than the cylinder

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it's axially locked

mellow haven
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Interesting. What changes?

storm kraken
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some normal collisions are a lot better now and sliding against walls going up ramps/stairs works much better

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it seems to be a bit more stable than a cylinder, anyway. not quite box level or capsule level but we'll see

testing it more to see exactly what else might be odd, but it's improved a lot already

mellow haven
#

Interesting

storm kraken
#

howdy, so things are moving along in the background

I've managed to reimplement the view effects node and physics interpolation when swapping actors. It was a biiiit confusing but it's et up for re-adding weapons into the system

storm kraken
#

and also crouching is in and fixed properly

hexed yoke
#

sorry im just catching up on some msgs i missed

hexed yoke
storm kraken
#

hahaha yes

#

:D

storm kraken
#

crouching and view effects juuust about right, and damn the crouch jump feels good over boxes

#

and i really like how the cam pos when crouching in the air barely moves

storm kraken
#

made a new texture today in some off time while workin on weapons

storm kraken
#

added in alt firemodes as well, gave the rocket laucher a basic 'shoot all the barrels at once!'

tacit light
#

reminds me of the first half life

#

love it

hexed yoke
tacit light
#

add rocket jumping

tacit light
#

how fast can you go

storm kraken
#

yes

tacit light
#

wonderufl

storm kraken
#

it's my own spin on quake 3 movement

tacit light
#

when is demo

storm kraken
#

when it's ready

compact raptor
#

lol

modern quest
#

Or only kickback when launching all 4 rockets at once, as to not disway rocket jumping

storm kraken
#

there's definitely going to be some recoil, really it was just a test for setting up alt attacks for now. but i do think having a spray curve for weapons would also be nice

modern quest
#

Ah, alright!

#

What!s a spray curve?

#

I know what a spray is

storm kraken
#

like a fixed path to randomize off of, ala counter strike

modern quest
#

Ah, neat!

#

I likey that idea

storm kraken
#

i do love it too, it's satisfying to master

modern quest
#

Oo

#

I never played a game with that type of shooting, exicts me hehe

storm kraken
#

setting up game entities as i move towards making a complete level mockup/demo

whole fox
storm kraken
#

you can use the computers again

#

trust me folks i'm fuckin cookin'

storm kraken
#

(i promise it's all coming together)

storm kraken
tacit light
#

but this looks amazing

#

and making it red like the screen model would look nice and make sense i think

storm kraken
#

yeah, all needs some visual polish eventually

#

trying to just get some of the mechanics working properly before i spend too much time on that

tacit light
#

yeah good luck

storm kraken
#

oh i dont think thats how that works

storm kraken
hexed yoke
#

gorgeous

#

pew pew

storm kraken
#

Demo level blockout + putting in the doors, movers, whatnot today

#

then, hopefully, all that's left is playing around with AI and art, and i can have an actual gameplay demo going

#

it's gonna be a looot less flat don't worry, just roughly sketching out ideas and getting a path down

#

also, the revolver got the first of the weapon alt attacks!

#

it locks on to targets and will aim / double tap 'em

severe birch
#

I really need to learn how to make these cameras tilts

#

Good work btw

storm kraken
#

The tilt just looks at the player velocity dot camera global basis X

#

and adds roll based on that

hexed yoke
#

First Blood

wraith moss
#

This game looks hecking cool!

storm kraken
#

Thank you :D

storm kraken
#

the keycards are working to unlock things, here's a basic useable press E trigger (and also, one marked as 'secret' so it doesn't display the keybind popup)

#

it's locked behind needing that purple card

#

you know the mechanic

hexed yoke
#

that gun model also reminds me of the gauss gun/tau cannon from half life

tacit light
tacit light
storm kraken
#

wait until ya see the demo level blockout

#

this level has expandeda toooon today. i'm putting in doors, other triggers, movers, all sorts of things

storm kraken
#

i've got something cooking and i am editing a video now. it features live action video (me), the gameplay (with combat) and so so so so so much more.

#

see you all soon! I'll be out of town for 2 weeks starting tomorrow.

this time it's not all play! i am visiting my mapper!

storm kraken
#

You get one sneak preview

#

there's self inserting, and then there's self inserting

#

video stream player is an interesting class

tacit light
#

shelly gun

#

does it break if u shoot it

storm kraken
#

i do need to make that work

#

shooting computers etc

modern yarrow
#

Woke is hooking it up to the camera

storm kraken
#

whacha mean

jaunty vessel
#

I was thinking they meant making it a live cam lol

storm kraken
#

hey everyone, back again

moving platforms have been added to the move and slide algorithm, and i've been working hand in hand in person with my mapper and best friend.

I'll be dropping a gameplay trailer Saturday, both campaign and trick mode. I think personally the rocket jumping he's doing now is gonna blow y'all away

storm kraken
#

The first SLAMFIRE gameplay demo double feature will be a part of HEXEN420 v4.0 tonight!

It's a multihour long collaborative show of music and art.

https://www.twitch.tv/hexenshow
It will begin in: <t:1713657600:R>

I'll be posting here as well.

storm kraken
#

and here it is >>>

from here i'll be working on adding more levels, more enemies, more guns, and more everything.

i'll also likely be re-writing in C#/++, as i now have a good idea of everything involved (this was always planned, once i had the full mechanical idea of things, the content was complete, etc, to write fresh knowing what we need up front)

#

enjoy

tacit light
#

i feel like having that clothing breaks the game style immersion

#

what if you wear a vikings uniform

#

but game looks amazing and im excited

storm kraken
#

meowdy

#

we're MAPPING and making GAME CONTENT today

#

here is a SNEAK at kairos' first real slamfire trick

tacit light
#

lovely

cerulean sable
#

wow, that movement looks really fun! great job!

storm kraken
#

thank you :D

i'm making some maps today for trick maps, while we work on setting up the systems on paper now that needs are pretty much fully known

#

I was tweaking the way the stairs work also and decided to allow step-up mid air

#

it's actually super super fun and opened up a totally new workd

#

this trick features a few forced step-up double jumps

storm kraken
#

heya, we're moving along making all sorts of trick jumping maps to give a sample of the many different techniques and fun things people have discovered over the years

#

also, here's some footage from writing and recording some more songs for the OST

tacit light
#

dooming

storm kraken
#

Good morning. I don't sleep, I just write funny things to show you before the game starts up into the main menu.

split grail
#

You know I miss games when they do this

#

Doom does this when you leave the game

storm kraken
#

ahahah, true, the funny messages are good when leaving also

storm kraken
#

howdy it's that daily ish update time

we've been working on the weapons and what they'll all do. some very creative fun ideas; one thing i can't wait to make is the rail gun- i think you guys are really gonna love the idea.

here's a hint: picture in picture scope and reflecting projectiles...

#

anyway, the actor and weapon system got a massive cleaning. i made a total fucking mess with the first approach at components won't lie

#

it helped a lot to plan out the entire arsenal at first

#

also, I've been working on some test maps of all flavors and styles for story and tricks, and had some people test it today, too.

In the long run, I'm looking at switching to compiled map support and ultimately a wrapper editor script or something to let people bake light maps without having to know how to use Godot

#

Headless is a hell of a drug

storm kraken
#

major code slashing in progress

#

sooo much easier to work with already

#

tl;dr:

## Dictates who actually is in control.
class_name ActorDirectives extends Node

var actor: Actor
var cmd: ActorCmd

func set_actor(_actor: Actor) -> void:
    actor = _actor
    return

func _physics_process(delta: float) -> void:
    if !actor:
        return

    if actor.host && actor.host.cmd:
        cmd = actor.host.cmd

    else:
        # the AI takes over
        pass
    return



## The player interface to SLAMFIRE.
## An actor with this child will recieve input and control through its [ActorDirectives]
@tool
class_name Host extends Node
storm kraken
#

i take back what i said, tweens are nice as fuck

storm kraken
#

making the menu UI with all the lessons learned previously

#

make your buttons just call functions, yo

severe birch
#

Chaffgames has made a really good tutorial about how to make a gun system using resources
I know you're working on a FPS game, so that will probably suit well

hoary panther
#

Holy, this looks sick

#

will this release on steam so i can Wishlist it 🤩

severe birch
#

Yeah, that the one i was talking about

storm kraken
#

chefs content really helped me learn including that very same weapon system resource video

#

I don't use that system anymore, but now I will be using something similar

#

That said he taught me how to use custom resources which is when I really learned how to use Gadot

storm kraken
compact raptor
storm kraken
#

its a more refined version of an old idea

#

works soo much better now

compact raptor
#

Why would I use anything else after seeing that lol

storm kraken
#

the old one had methods scattered all over and was unclean as hell

#

but i think it's nice to build it like this because then theres your console commands all the same

#

basic idea

#
class_name CommandButton extends Button


@export var command: StringName:
    set(v):
        command = v
        update_configuration_warnings()



func _pressed() -> void:
    if _get_configuration_warnings():
        return

    Command.callv(command, args)
    return

#

you can override _get_configuration_warnings to check yourself, and so i check for the method in the Command class and if not you also get a nice visual warning as a bonus!

compact raptor
#

EPIC

#

I love custom warnings

#

But I don't use them enough

storm kraken
#

who gets this warning? NOBODY BUT ME

#

lol

#

for what purpose? None at all!!!!

compact raptor
#

Haha exactly

storm kraken
#

Just because I figured it's an inbuilt way to do the validation aand also block

#

Like I was doing var _valid: bool

#

but this is a much more correct way i believe

storm kraken
#

system works pretty nice so far

#

@wintry frost (sorry for the ping, won't do it again if ya don't like it) here's another sleeper menu option, weapon transparency / hiding the viewmodel

wintry frost
#

Oh no feel free

#

Very cool

wintry frost
#

I should make a showcase dev channel soon

#

For my own project

#

I jury rigged it into a scroll wheel looping weapon select thing

storm kraken
#

Oh yeah, I was wondering if yo u had one

#

Ping me when ya do

storm kraken
wintry frost
#

your menu inspired me in my own thread

#

decided to do mine similar to yours

#

because the popup is a bad idea

#

i have 9 presets

#

for people that dont want to fuck around with sliders

storm kraken
#

color picker swatches?

#

:D

#

then you can even let people save their own presets

wintry frost
#

that's true

wintry frost
#

otherwise the menu gets infinitely large with swatches

storm kraken
#

so here's a fun thing about how i set up the command interface

#

the console can call them of course, the menu internally calls the commands... but also, the CFG file is now like a Quake/Source style autoexec

#

it supports as many .exec files as you want to throw in there, they're just text files

#

and for safety they do get passed through some validation

#

more or less, the autoexec just ... autoexecutes console commands ... so the syntax is even the same

storm kraken
#

some early 3d concepts

  • Displacer: plasma caster
  • Trisector: highly pressurized stake launcher
#

alt fires: you'll have to wait and find out

storm kraken
#

this got a makeover

#

i am proud of this

glacial needle
#

the throngler

storm kraken
#

the big ass battery

storm kraken
#

thanks! it was a little inspired by this scene

#

..much less graphic image, sorry

#

...and also:

#

man, I loved stargate growing up

#

That's where those two came from anyway

storm kraken
#

It's an interesting movie

hexed yoke
#

does it ✨glow

storm kraken
#

it will

wintry frost
#

That's crazy I was brainstorming weapons and I literally thought of the stargate staff weapon

#

A few weeks ago

#

Good idea

#

Classic

storm kraken
#

Iconic scene lol

#

When they established SG-1 as a "humanity, fuck yeah" show

storm kraken
#

Finally, to the fun part

storm kraken
#

Testing out procedural recoil this time around. I've set up an entire viewmodel system, as the plan for now is that enemies and the player alike all use the same "weapon definition" files, but enemy AI bypasses a lot with its own model / sprite and animations and spawns the definition's projectiles or does the thing, whereas a viewmodel scene and controller is ready to be popped on if the actor is controlled by the player

#

it was a lot to think about but i finally am pretty happy iwth the weapon system setup. it's flexible enough to do lots of different kinds of weapons i think, left up to the script itself if it needs special behavior behond standard things

wintry frost
#

nice

#

you've got so many cool visual things going rn

#

my projectiles are still either white untextured or effectsless hitscan

#

and as far as procedural recoil, personally i've never liked too much randomness when it comes to recoil, but that's a taste thing

#

different strokes

#

you're doing it similar to how i do it\

storm kraken
#

ah, eventually i'll make it use noise

#

for now it's a random vector

#

some other weapons might use curves for predefined base recoil patterns

storm kraken
#

tinker around with 'em sometime it's a lot of fun

wintry frost
#

oh that's nice

storm kraken
#

there's no particle collision going on, juts faked with the attractors

wintry frost
#

right i'm working on something different, which involves swords being fired as part of the floating magic swords weapon - and the projectiles not only embed inside stuff, but have collision, so you could even platform with them if ytou wanted to

#

actually sorry, i shouldn't post my stuff in here LOL

storm kraken
#

its fine LOL

#

dw

#

thats cool as heck

#

like the idea

frosty pike
#

just found this, love everyones work

storm kraken
#

still in progress, this one's just too good

#

this one is a secret for later, maybe a launch trailer, on what it actually does, because oh buddy

#

this gun is cool and was worth the pain

#

Here's a hint.

But it's not what you're thinking :D

compact raptor
storm kraken
#

its jank as shit but slowly im figuring out how to do it

#

i sample a perlin noise resource

#

i didn't move the mouse at all when firing

storm kraken
#

hey

#

tired of enemies behind walls?

#

no more

storm kraken
#

redoing the revolver also, giving it some more chunk

wintry frost
#

you know

#

if i make a revolver for my own game the idea i was thinking of was using the chiappa rhino as a base, personally

#

one of the interesting things about that one is that the barrel is not actually on the top

#

this thing

storm kraken
#

yeah, fun one

#

it's on the bottom

#

i also like the unica though both kinda suck irl lol

wintry frost
#

true

#

but it looks cool

#

thats why so many scifi games use it

#

or movies

#

people dont like the grip though

#

lol

wintry frost
# storm kraken

i was actually thinking of something that does an around-corners thing but not like this at all

#

an idea i percolated in my head was

#

a slow moving ball

#

that if you used alt fire to fire it at X time

#

it fired sideways from the orb

#

or something like that

#

the other idea was a mutation of the Shock Combo from UT

#

where instead of making the sphere explode

#

if you shoot a sphere with a laser, the laser refracts and seeks out the nearest enemy and hits them if it can see them

#

kind of like the coin in ultrakill

#

but not really

storm kraken
#

oh thats fun

#

i like the idea of the coin but it just isnt fun to use (imo)

wintry frost
#

some peolpe really love it

#

regardless your gun looks very fun

#

simple, but very effective/good feedback

#

well, deceptively simple

#

one thing that gave me brain worms was this shader

#

if there was a way to make a gun that added a cut off shader to stuff you hit it with

storm kraken
#

not a bad idea...

#

it would go really well with one of the melee weapons, or one of the heavy weapons

#

it's already a lot better than the old system, it was really stupid easy to update the ammo counter or whatever else

#

making guns up front is a bit more complex, because the viewmodel is now its own sub-controller 😭

#

i think a secret sauce ingredient is the camera shake on recoil, you have to do it right

dreamy hull
glacial needle
storm kraken
#

the reflectoscope

glacial needle
#

enemy goons HATE HER!

how a girl took down the entire syndicate with a gun that Just Hits Them™️

storm kraken
#

basically

storm kraken
#

step up + ramp jump + skim time = God damn

#

Here is what's going on here

#

The player hits the wall, slides up and checks for a step, if the velocity was too short it uses default move speed (this is to let you walk up stairs from a standstill while already colliding), finds it, then goes onto a ramp, where the jump can actually happen still - but it's on a ramp, so the Y velocity gets added on top of the jump velocity from sliding up already

#

end result:

#

massive jumpski

hexed yoke
storm kraken
#

this is dangerously close to a skim actually, now that I think about it, it's not a true skim as q3 would function but the end result is a really similar efect

#

This is what a skim does (from above)

#

not to scale, happens in special time windows (jumping and knockback)

storm kraken
#

continuing on with weapons

wintry frost
#

out of curiosity, if you had to make a continuous laser beam gun, how would you do it

#

like an area3d that terminates where a raycast ends?

#

and i guess every half second it procs?

storm kraken
#

I'd start by defining a damage and a rate that it procs

#

then I'd have to ask the question does it pierce enemies, or does it stop at the first enemy, etc, does it hava a radius, or not

#

I actually plan on implementing a Spartan laser-like weapon in the game

#

What I plan to do for this is a raycast that goes out for the world only, then in the physics server I create a box shape with the desired weapon quote unquote radius, from the muzzle to this world collision point, and check it's overlap

#
    static func hitscan(to: Vector3, from: Vector3, world_3d: World3D, exclude: Array[RID], layers: int = 0xFFFFFFFF) -> Dictionary:
        var params := PhysicsRayQueryParameters3D.new()

        params.from = from
        params.to  = to
        params.exclude = exclude
        params.collision_mask = layers

        return world_3d.direct_space_state.intersect_ray(params)


    static func collide_radius(position: Vector3, radius: float, world_3d: World3D, exclude: Array[RID] = [], layers: int = 0xFFFFFFFF) -> Array[Dictionary]:

        var shape_rid := PhysicsServer3D.sphere_shape_create()
        PhysicsServer3D.shape_set_data(shape_rid, radius)

        var xform := Transform3D()
        xform.origin = position

        var params := PhysicsShapeQueryParameters3D.new()
        params.shape_rid = shape_rid
        params.motion = Vector3.ZERO
        params.transform = xform

        var results := world_3d.direct_space_state.intersect_shape(params)
        PhysicsServer3D.free_rid(shape_rid)

        return results


    static func radius_damage(position: Vector3, radius: float, world_3d: World3D, exclude: Array[RID], layers: int = 0xFFFFFFFF) -> void:

        for result in collide_radius(position, radius, world_3d, exclude, layers):
            # hitscan to each target from position, then damage
            pass

        return```
#

Something like this

#

The visual mesh would work a bit different, and depending on what you want, you could use a local collision shape and keep track of targets entered and exited to proc when they should for each not globally

wintry frost
#

i see

#

thank you

#

makes a lot of sense

storm kraken
#

okay so i didn't actually expect this to happen but wow, the emissive material on the railgun shot lighting up the world is so cool

#

i need to fix the normals on the surface though

wintry frost
#

super cool

storm kraken
#

Good night! I think this one's about done (and so is my capacity to stay awake)

storm kraken
#

and the right hand pose lol

wintry frost
#

Wait I rewatched

storm kraken
#

no there is stairstepping

wintry frost
#

You were on the ramp lol

storm kraken
wintry frost
#

By the way I figured out a laser solution for a continuous beam last night

#

No visual effects but

#

I go into detail in mine but here's a bit of pseudo code for what I was thinking for the visual laser thingy

#
@export LineRenderer lineRenderer

func _process(_delta):
    
    if button_is_held_down:
    
        # Show laser
        lineRenderer.visible = true
    
        # Make a function to hitscan
        var hitscan_result = do_hitscan()
        
        if hitscan_result.hit_something:
            # If something is hit, make line end at the hitscan position, 
            lineRenderer.points[0] = gun_barrel.position
            lineRenderer.points[1] = hitscan_result.point
        
        else
            # If nothing was hit, make line end at some point in the distance
            lineRenderer.points[0] = gun_barrel.position
            lineRenderer.points[1] = gun_barrel.position + gun_barrel.forward * 100 # I forget how gdscript handles vector math
    
    else
        
        # Hide laser
        lineRenderer.visible = false```
#

Friend of mine gave me a tip or two, figured I'd return the favor

#

And send it your way

storm kraken
#

yep

#

more or less how i do that

#

but with more points

storm kraken
#

ramps vs stairs are very different things in slamfire

#

pay attention to the speed when i jump in particular

#

you can see my WASD in center

wintry frost
#

Oh that's really interesting

#

My game isnt focusing on this but it's cool to see it regardless

storm kraken
#

it's no something you actively think about in gameplay usually (except for speedrunners) but if you treat stairs as invisible ramps instead with ramp jimping then stairs become really.... Weird and what happens isn't what you see for no reason

wintry frost
#

I know people like movement tech but the way I play fps kind of informs what I'm making lol

storm kraken
#

it kinda broke star wars jedi knight 2 speedrunning

wintry frost
#

Even in games with crazy ass movement tech I never really use it the way, say, source surfers do

storm kraken
#

i would say wrath did a good job at this

#

the melee weapon in it gives you a huge speed boost forward if you charge it up, and there are ramps EVERYWHERE to use this same exact concept on

#

it's noticeable even if you aren't aware of the mechanic, you'll quickly realize

wintry frost
#

That's really cool, and everything in your game informs the way that it's designed

storm kraken
#

it happens usually by accident at first for the unaware

wintry frost
#

I feel like if I introduce too many elements like yours it'll kind of dilute what I'm making, different focus

#

Kind of like when I first started making my game and I added wall running and sliding and realized how pointless it actually was

storm kraken
#

i don't even consider this my own mechanics, this is just how ramp jumping worked in quake 2

wintry frost
#

And how it diluted the focus of what I was making

storm kraken
#

but, i am focusing on that style of movement, and yours is a bit diff

wintry frost
#

Right

#

Unreal is not really a quirky type arena shooter

storm kraken
#

yeah these small little emergent mechanics from that system are so fun to me

wintry frost
#

Yours fits your game perfectly

storm kraken
#

the movement was the first thing i really worked on and prioritized / decided how it would work

#

and it's practically not changed

#

how it works has slightly over time with the actual inner workings but the end effect has almost always been this

wintry frost
#

UT is my formative arena fps and that games focus is on the crazy weapons and everything having an alt fire, I grew up on the one that focused on that instead of quake 3 arena movement tech

storm kraken
#

i think the one big thing i did was allow stepping up when in the air and moving upwards or downwards, as long as you hit the step up check

wintry frost
#

So it informs what I do

#

Not that I don't enjoy it, it's cool

storm kraken
#

that made jumping up stairs feel ok, with a side effect of the hilarious big above

#

oh yeah, all of the weapons i'm throwing in have alt fires

#

i used to think adsing was important, funny enough escape from tarkov changed my mind on that entirely

#

but for this genre it would just be so awkawrd

#

okay discord is having some issues with message timing lol

wintry frost
#

Where it flings you way farther than normal

#

From very early in development

#

Completely unintentional but very fun

storm kraken
#

lol

storm kraken
#

this is a great bug

#

😂

#

weapon switching to the revolver -> it shoots a bajillion times -> you go spinning

wintry frost
#

Lmao

compact raptor
#

YES

#

(you spelled feature wrong)

storm kraken
#

working on more particles

#

this effect's gonna need to have some more layers and a mesh gradient fake or something

storm kraken
#

slamfire HD or whatever

storm kraken
#

remodeled this quickly, too - it's not done yet but i have some ideas on making it unique rather than "knife version of the fist"

#

eventually i wanted to add a taunt button, could be a funny place to do hand genstures with this one too

storm kraken
compact raptor
storm kraken
#

okay this is so much fun

compact raptor
#

Woah

#

Flip

storm kraken
#

but i think i've made the strafe indicator a aLOT more readable and understandalbe

#

the arrows tell you what direction your mouse should be moving, the position from center is where you should try to move your mouse to

storm kraken
storm kraken
#

so I said, put an explosive mine inside a gyroscope that can adjust itself, and she said, wow, what a greande that would be, if it was real

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and I said, it is real in my video game

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anyway i'm a bit slowed down for a week or so but i'm finishing up the weapon prototypes now and making more enemies

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i have learned a lot for blender i feel through all this, so 3d modeling enemies might be a lot more natural than i would have thought a while ago

storm kraken
storm kraken
#

pseudo LUT / palette swap like effect in areas, love this

cerulean sable
#

the lighting looks really nice! is it baked or realtime?

storm kraken
#

this is baked lightmapping with reflection probes and then a real-time palette lock

#

tweaked the lighting a lot last night too

gusty rapids
#

How much better is baked lighting?

storm kraken
#

yes

gusty rapids
#

Thank you

hexed yoke
storm kraken
#

ultimately i would like to offer that and it'd look far worse, but we're looking at other solutions

i was looking at various ways to perhaps automate lightmap baking like people already do with q3map2 etc so they just didnt have to open godot to map for the game still

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it can still do runtime building with limited lighting options though

hexed yoke
#

would there be a HD lighting mode similar to how garry's mod has it for some maps?

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i think the option was labeled HDR but im not sure

storm kraken
#

those can be camera options that largely depend on how the lighting is done. i'm doubtful as it'll probably be a bit extreme with the rest of the vfx but we'll see

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side note, this is a fun function for later!

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oh whoops forgot to fix if not r

            r = [_a, _d]```
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duh

dire path
#

holy shit so good

wet vapor
#

I love what you are making with the weapon visuals, i hope it is easier to work with now

wet vapor
#

The trick is making a small project that would have some scripts to make it work and a target scene that would have all the mesh instances (meshes, maybe without materials) and run BakedLightmap.bake() method

#

After that you'd be able to collect lightmap IDs and assign them on mesh instances in game

storm kraken
#

yeah, for now i have a scene the engine can open right into

wet vapor
#

Super fucked, super hacky way, but it works and you can run the Godot Editor in windowless mode

storm kraken
#

here is a video

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it plays nicely with the map editor

wet vapor
#

func_godot_map - my beloved entity!

storm kraken
#

haha yes

wet vapor
storm kraken
#

I've been contributing a little here and there, it's an invaluable tool

wet vapor
#

I can tell!

storm kraken
#

trying to work on patch support but been so overwhelmed with many things to do

wet vapor
#

Getting proper map making tools are essential for that kind of project (or any FPS project really)

storm kraken
#

Exactly

storm kraken
#

It's both easier to make complex animations and whatnot and tweak things fast

#

I still intend on using some 2D sprites though such as the kick

wet vapor
#

It reminds me of that thing that i had with "Omega Security presentation", i made one huge video and as result it was clunky, slow, high file-size, etc. As result i had to write a system that would replicate the video i made lol

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As result it is faster to work with, easier to customize at any given time and etc

storm kraken
#

that's the fun of learning new ways over time

wet vapor
#

You case is huge anyway, i mean you made so much weapons and... damn

wet vapor
storm kraken
#

I consider this a bit of an art project and a game at the same time, and I found digital expression with different tools in 2d and 3d and blending the line is really fun to explore

wet vapor
storm kraken
#

Aw, thank you, those are very kind and encouraging words

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I'm glad to see you back, I was a touch worried about your project!

wet vapor
#

There is a lot of things that i've been working on and i would not be able to remember it all without looking into to-do list. Maybe one of the things that i'm really proud of is a save system (F5/F9 all that stuff), but that thing still has cases when you can make a soft-locked save

wet vapor
storm kraken
#

oh yeah that's a huge speed up

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goddamn

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when I switched to precompiled scenes instead of runtime building it was a similar speed boost

frosty pike
#

Damn this project is looking awesome, love the style, Are you using a viewport for your weapons to lower the resolution independently of the world? again very cool art

dire path
storm kraken
storm kraken
#

small touch I decided to add in properly while rebuilding stuff: the optional high-vis shadow decal, which is really helpful for speedrunning and weapon combo tricks

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you can change it to whatever texture and color you like in the options menu

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if you're wondering what this might be used for, and also what SLAMFIRE can do besides the normal FPS stuff, here's a video of my mapper playing Defrag - a special mod for Quake 3, and in SLAMFIRE, a 'gamemode' that is side-by-side with the actual game:

https://youtu.be/9M0xEIzJz_c

Nickname: kairos
Time: 03.44.656
Physics: cpm
Map: kairos-thalasin-airjump
Official defrag discord: https://discord.defrag.racing/

▶ Play video
storm kraken
#

Dio you might like the menu, second vid

storm kraken
#

also, for those who read this, I leave a gift

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Great technical explanations I have never seen anyone reference. Found a while ago, really good stuff.

storm kraken
#

I finally did water and ladders lmfao

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Really wasn't as much as I thought

wet vapor
wet vapor
cerulean sable
storm kraken
#

it's just one decal actually

cerulean sable
#

ah, ok does it have a really large bounding box?

storm kraken
#

yeah, and practically no fade

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it's a unique shadow decal, all actors have one, but the player (whatever actor body theye're in) has that if it's enabled in the options too

cerulean sable
#

nice, didn't know you could achieve that effect with a larger bounding box, I've just cast a ray down and placed the decal where the ray hit 😅

storm kraken
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oh yeah, that is what i planned on doing as well to make sure they can see it, but then i realized, if it's 100m away, that's practically invisible anyway because it's so small

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...so a large AABB is just fine

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Shadow decals don't need that really (imo), and especially due to how I structure my actors it's simple to get something with just interpolated position and no rotational movement

cerulean sable
#

yeah, I just tried implementing decal shadows the way you did it and realized how overkill my previous method was...

ebon meadow
#

I'm working on something similar though perhaps a bit closer to the physics of TF2 (basic idea is to replicate the feeling of rocket jumping and make a game out of that). For projectiles (esp. rockets) I am basically using a ShapeCast3D and scanning colliding bodies. I had to add essentially a lockout based on distance traveled from initial position (set to 2 units by default) such that if it has not yet been surpassed, the shooter will not trigger the explosion. Otherwise, the shooter's collider could trigger it randomly even though it was spawned from beyond the collider. Is there a more-elegant way you handled this problem?

storm kraken
#

oh rocket jumping is a thing in mine for sure

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it's pretty much identical as TF2 stats are... very close to CPMA, which is really close to VQ3 anyway

storm kraken
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I just check if the collision distance for a projecftile weapon is a certain amount and instead just instant detonate rockets there

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another thing to look into would be like SV MSSILE PRESTEP TIME stuff which just bumps it out a bit according to 50ms worth of movement or so

#

the time you need might vary

#

colliosion exceptions are probably the easiest to manage for X amount of time

wet vapor
storm kraken
#

actually yes but not what you think

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it's important to add a small vertical offset downwards to the explosion source "point" when calculating knock back

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I probably will have prop flying like any other boom shoot source like

storm kraken
ebon meadow
#

I see thanks for following up @storm kraken . I’ll probably keep the shooter exception but will test and see if this is best as a time lockout or distance lockout in my case (if it hits the floor first, regardless, it explodes and applies knockback)

storm kraken
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In my opinion shooter exception is easier to deal with in Godot but is not true to OG physics, and that may have implications, but also maybe not.

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Good luck! I love TF2 rocket jumping a lot (I am literally doing it right now)

storm kraken
storm kraken
#

tinkering around with the crosshair some more, making an effect where if you're close enough to a wall or sometthing it'll show your shot is blocked by moving it to wher eit will actually shoot

dapper ember
#

Ror2 items lmao

storm kraken
#

A bit it's the smooth colors honestly

storm kraken
#

i also added in the auto recentering for recoil as an option

dapper ember
#

What does the circle MEAN

storm kraken
#

what circle do you MEAN

dapper ember
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the middle thing

storm kraken
#

the cylinder?

dapper ember
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no like

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the green

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i cant

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the neon blue in the middle of the screen why is it s pining

storm kraken
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the CROSSHAIR

dapper ember
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yeah

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i forgor the name osakasob

#

why is it spinning like that

storm kraken
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I like it

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it's timed to the reload or fire delay time

dapper ember
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okay that makes sense now osakasob

storm kraken
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New rig etc with the rocket lauincher, better animations, upgraded explosion damage radius formula that checks LOS after to confirm in area and blastwave, and also a new mechanic I'm working on here

#

New mechanic spoilers

hexed yoke
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also I recognize that wind shader 👀

storm kraken
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lmfao yeah testing an idea there

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i like the concept, this iteration is rough

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i'll have to make my own probably

compact raptor
storm kraken
#

going there

storm kraken
#

went there

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side note: i am surprised godot doesn't have bar or line charts built in

wet vapor
hexed yoke
#

love it, is it a 2D ui node tracked or is the panel itself in 3D space?

wet vapor
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You can even make it react to your cursor dude, try it out once, it is a fun one

wet vapor
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3D plane with 2D UI on it

storm kraken
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the panel is indeed 3D. it's on the same visual layer as the weapon so it gets crunched

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however that means the collision area and viewed pos are inconsistent. If I can even get the damn mouse entered/exited signals to work I'll add mouse controls

wet vapor
storm kraken
#

yep, that's the plan

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it's simple enough to keyboard / controller

compact raptor
wet vapor
hexed yoke
hexed yoke
graceful stag
#

it's been a minute since i've gotten the chance to take a look at this project, it's really coming along great!

storm kraken
#

Feels like I'm picking up a liiiitle more steam now that a lot of the systems are planned out more. It's been a lot of fun the last few days again

storm kraken
#

Gearing up for some real fun stuff

#

also fixed the bar chart this morning, that was fun

storm kraken
#

reworked these shaders' source textures

#

i think it plays relaely neat with the menu bg also

storm kraken
#

experimenting with some ideas here

storm kraken
hexed yoke
hexed yoke
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glad to see the idea was reused :D

storm kraken
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it was such a fun idea i had to do it better