#dusk-duskworld-dungeonsofdusk
6 messages Β· Page 10 of 1
No idea i never used Doombuilder
THEM*
Imma try to help tho
thanks
Hold on jeebus :v
i am holding on and im fallin
jk
love yiu
i cant type quickly
jsut nit mu thong
oh oh
LINKS ON IT
SVN Builds
here you go
get the lates
Already got it mang
t
dude
damn
wat
I always get the latest everything DOOM releated
ahhhh shiiii bruh
has 0 friends
You can look up my name on the interwebs
jk
You'll see i did some cool shizzle
mmm
i sort of found you???
yeh
ok thats a win for you
hows it going trynna help me
doom 2
i want more of them textures/sprites
mk
were gettin there
:johncena:
i knew it wouldnt work
:kappa:
mk
mat hyper hacking mode engage
im gonna get me somethin to drink
and il be back
yeh
That are from other games?
Well, what news do you want me to tell you first?
Well, the good news is
It isn't impossible
The bad news is: You will need to re-do the textures to fit DOOM's palette
AKA recolor it
You can't load multiple palettes in DOOM game
Unless you export those textures as PNGs to use
And pack them in a PK3
Using them without that is a no-no
.....i could do that right
now
but i could also go to bed
hmmmm
lets just keep this as a reminder
thanks for the help yo
β€
No prob
Remember:Load the IWAD you want the textures from in a WAD editor (Like SLADE)
Extract the textures you want as PNG
And use those in Doombuilder
will do
@graceful wing http://i.imgur.com/C9xTr8z.jpg
the fuck is osu?
anime rock band
sign me up
good ol joel
@quiet rose you couldn't be more right
ππ»
https://www.youtube.com/watch?v=Ix2Q-AKtZHQ unfortunately it's too late for me
gateway to bad anime
mhm, you really need to dig deep to find all the good songs
they're there but they're buried under tons and tons of weeb shit
U DID IT
How was your trip to pax?
OH SHIT DAVE'S BACK
Dave!
Im still in NZ
ey @gleaming berry now that you're here add :lorelei: as an emoticon
some people were asking for it earlier :p
well im only here for a few minutes
im still in New Zealand
maybe when I have more time
I dunno how to do that
Are you taking shots that you got in pax?
i could take care of it if you want to temporarily give me the manage server perm
guess i have dusk now, sick
π
damn i missed
I don't think I was even here when it was posted. lol
@gleaming berry Hook me up with one of those DUSK codes, I hid your stash for you man
Can I have one?
damn dude missed it
Feedback on what...
I like the idea of every small thing beign useable, its really cool.
During my gameplay, i got Intoxicated, i expected it to wear down after i used a sink (would make sense, water fixes everything in most games), the fact i have to keep turning it off and on to regen health could be changed perhaps to something on demand (heals per sec. but has limited water).
I like the idea on every little object being usable or interactable somehow, adds detail to the game and motivates the player to explore the maps.
I have some other minor ideas (like gas trails when using the tanks and stuff), but i don't think those are the priority right now
What are you talking about???
Just played it, amazing
Fluid movement, enemies are challenging
Yeh
Maps are nice and open (could be a little bit more vertical like Quake, adds challenge)
It's pretty good
Weapons are pretty strong
Yeh
But that souldnt be an issue
Stronger weapons = more enemies
Problem solved
If it ever were a problem
Awesome thanks very much for the feedback π
Currently writing a review on Portuguese-Brazil on my facebook
Im happy, the future for it is bright, it has potential
You guys are on the right path
Add ironsights
I didn't even needed to use the zoom tbh
add...uh...BOOBS..yeh there we go
DUSK HD texture pack when?
Actually, no, pls dont
90% of the Quake HD texture packs suck
DUSK pushed back for nintendo switch when
...i think i overwhelmed myself with my map......its so fkn big
With the textures aswell
wat?
Mat how'd you get a key?
The plan is to have kinda sorta "HD" support at launch, or rather the ability to turn on bump mapping and details.
That's the part that worries me
fuck hd
90% the bumpmaps look bad
MOAR PUXELS
Also, im still thinking about dem palettes
Make dusk rated AO
I think i may generate them from a screenshot took at a neutral place
Just to see if i still manage to keep the DUSK colors while making a limited palette
The bumpmaps are just an optional feature for fun, don't worry. They aren't the intended look.
Incase i fail, you guys still have the color reduction so, it will still look cool
Oh, thank god
I avoid HD quake stuff because of that
What you're seeing in the demo is pretty much the intended look
Closest thing i had to HD quake was Quake 1.5
yeah I'm not a huge fan of HD Quake stuff either, although I have a lot of respect for Epsilon
https://www.youtube.com/watch?v=60wQD1u4VZg check this out
I know its modeller
Lots of cool work
And compatible even with Winquake
(I tried on my win98 machine)
Oh yeah I used that
The bullet flashes still come from the center of the screen though
It needs quake-c changes
And it fucked up the decals
He's doing a new version
But i think he kinda stopped working on it
As long as you have PROGS.DAT uncompiled (AKA the game's sourcecode)
That's an easy fix, you just gotta change the entity creation position
I remember reading how to change it, I just couldn't be bothered to do it
Oh I wasn't complaining. I was just pointing it out. I like the weapon models and whatnot
Does anyone even use 3D Touch on iPhone?
no
I just accidentally used it and forgot it was a feature
Cause when I got an iPhone in 2012 I didn't realize that better phones would be available in four years
I wasn't exactly tech savvy in 2012 either
Im running the latest Android 7.1 (unofficial, but stable) with 90% of Pixel's features
Mine does everything, i played PS1, Portal, Half-Life 2, DOOM, Quake, Wolf
And lots of useless shit
Like running windows 95
oh yeh
its fun
i installed monkey island on my phone
just this morning
and it playes
doom
and quake
soooo im good
Im using SixaxisApp to get me covered
So i can use my DS4
Even my DS4 is retro, its one of those PS1 editions
noice
(I don't have the full console, only the controller)
((and its the easily available one, not the one with the touchpad)
Is that a mix between E1M1 and other stuff?
i put a little quake,, doom,doom 2, gonna have a wolfenstein part too
and some more i cant remember
XD i know
Don't worry, my first-time project was a port of all Half-Life 2 Beta Weapons for GMod
im not first time im more off...on and off know what im doing
damn
My HDD crashed
XD
shiiiii
I also lost 50GB worth of TrackMania skins
XD shit
That still gets me mad to this day because there are skins that you can't find on the web anymore
yeh
but i dont really know how palletes work
i know its like
...
wait
explain it to me
i dont know how it works
....
Basically, a palette has 256-colors
Those colors are used all around the game (for textures, menus, etc)
mhm
It was done this way due to hardware limitations of the time
So each sprite was painted according to that palette
If you load an wrong palette, the color order will be wrong (the texture expects the same palettes with the same colors at the same position)
mmh
Quake 2 also uses that for its gun textures
So, long short story:
You change the palette without recoloring the texture
It gets all messed up
mk
What for?
You will fix Heretic Textures, but screw the DOOM ones the same way
I still think the best option is
Extract those textures as PNG and use as i said
Its easier, faster
ANd still compatible with most modern engines
mk
Apparently a palette generated from a DUSK screenshot still doesn't help either
Welp, i tried
lel
Oh cool is that the unmaker?
Rivet Launcher
But really looks like the unmaker
ALso uhh, i was playing with low res mode and stuff, i don't think it should revert to this video mode.
(Not sure if reported before too)
wait what happened?
It reverts the vΓdeo to not pixelized Upon death (atleast on endless)
ahh ok good to know
Not sure if color limitation gets removed aswell, gonna try after a nap
I experienced that too
the low res setting reverts upon death, at least in endless mode
I don't think I've experienced it on the normal demo map, but then again, I haven't really died much there :v
Zombie i thought you were gonna sleep for a few eons or so
hes like Silvagunner right now
only rarely showing up to grace us with his high quality mod rips
Good luck man
I think ill parody this for a dusk speedrun
dunno how ill do it with no third person but ILL FIGURE IT OUT
couldn't even mod third person in since duskguy has no model either
invisible third person blindfolded cigar soap only upside-down perfect stealth 100% non-lethal run
I always come to late for keys D;:
Dont worry about getting a key.
Good luck to all Ameribros here
im brainstorming like a motherfucker right now.....HOW HARD CAN IT BE TO ADD TEXTURES INTO DOOM 2 FROM HERETIC!!! LIKE COME ON SHOULD BE EASY.....
SLADE > open heretic > find the texture > right click > Graphic > Export as PNG
but i also need like flat and floors and all the shit
.....
does it just happen instantly}
pretty sure you can select multiples for export
mk
wait
oh yeh and also im fkt
cause you cant save a modded iwad.....
but i have my map in an empty pwad
so im straight fukt
you can put the textures you need into the wad without doing anything to the IWAD :p
er, perhaps i don't quite understand what it is you're doing
alrighty then :p
so
im making a map
but i wanna use a clean wad
and i wanna play doom 2 with that wad
and it seems doombuilder doesnt like that or some shit
and im trying to add heretic textures....for shit
and stuff
but everythings going downhill so fast
eh i'm not real experienced with doombuilder, but you should be able to put the textures from heretic that you need into the wad that has your map on it
yeh i should
without editing the doom 2 iwad and whatnot
well palletes are a fucking problem
and i need to convert heretic shit
WAIT
HOLY FUCK
no
that's why i suggested exporting as PNG
but i also need to organise shit
cos if you just export the lump itself it'll try using doom 2's pallete and make it look like garbage
like this is floor
and wall
and its just fucking tedious
and im tired
shits just bad
ok
can doombuilder just eat the pngs???
is that possible
just giving doom builder it straight up as a png
cause that would be SOOOO MUCH EASIER
if you're building it for a port that supports PNGs then yeah, it should
Β―_(γ)_/Β―
well fck
i think i've spent a total of 20 minutes in doombuilder
mm
FOUND IT AHAHAHHAHAHAHAH
i dropped my doritos on the floor...;-; this day coulndt get worse
ok i was lied to
....
there aint no fkn tree texture in heretic
....not unless
ITS IN HERETIC TO
2*
gzdoombuilder is best builder
( Ν‘Β° ΝΚ Ν‘Β°)
thanks
no-maam
( Ν‘Β° ΝΚ Ν‘Β°)
Β―_(γ)_/Β―
shit
well there are trees in hexen
just not the type i want
i want the like invis walls in fkn dusk man
want those kinda trees
got any of those
when the fuck is level 2
never
i'll test your face
try me
nope
uh
all of you have failed
π³
fuck off m8s
im eager to try SUPER DUSK SUPER DUSK
you arent even the Lord Sinder on discord Feeshman
:/
I'm still waiting for DuskeMon
Go to a barnhouse in real life and slaughter all the KKK memebers for extra points
i dont wanna go to workk aaaaa
how many fish per hour is your wage?
i wish i got paid in salmon
i want some salmon too
but not for the reasons youre thinking of
(ΰ² Ν ΰ² )
so whos ready for the finale of america tonight?
oh it's today?
ye
Well, more like the final season
i unfortunately have no booze
season premiere
i do however have weed
$4.20
will I get double xp for drinking vanilla coke?
Nope
bruh mat ive played that one level for 34 hours. this is what a failing life form looks like
It's a good map, to be fair.
Still sad when it comes out it won't run on my 586
Has anyone posted about Dusk on any of the Doom forums btw?
I was just curious if Doom guys found it via Doom community stuff or other outlets.
theres some "harsh" words but a lot of it seems like sarcasm
I found out about DUSK via Gamerant, by the by
Don't expect much
If they get something fast like this they find it too hard
AND SAY "Its not competitive, so it sucks" as an excuse
Other part of my Brazilian friends are happy that i got a opportunity to test it
wow, not many fans in that thread π
And will probably buy it on Day 1
Like I have a few "friends" that wont even play games for fun anymore
They are really confident that it will be one of the best shooters of 2017
I'm almost certain I was the only serious gamer at my highschool, and I haven't been around this college enough to know the gaming scene, so I dunno about DUSKs popularity here
let alone quake or doom
i like csgo :(
theres a difference liking it and sucking its cock
I love CS:GO tbh
I like CSGO but I'm not a competitive asshole like some people i know
@jade root Don't talk about @gleaming berry that way.
no
There's a difference between LIKING it and defending it like the holy grail
Mat gets it
I love quake with my heart and soul and hell, even i respect its defects
no game is perfect
(Even if there's only a few, or any at all)
I personally never found anything wrong on it
It runs on a potato
It aged well
Has a strong community
Rather easy to mod
I just can't believe how many people like csgo as cs itself has changed less than call of duty in the last 16 years
thats a good argument
however there's only been 3 cs games, and like 50 million CoDs π
an CS:GO is... what, $20?
and the others are less
whereas each new CoD is $60
every year
lazy dev
zing
I only know of Dusk because I keep following @gleaming berry on Twitter
@thorn trout Will DUSK ever get its polygons back?
doing a flip for the first time was an enlightening experience
umm, did it ever lose its polygons?
ye
Greetings everyone! I have a question: if I have 3 GB RAM, but 4 GB is a recommended value, then - if I get this right - I may have some framerate issues while playing with light bloom and light flares on, but with these features disabled the game should run smooth?
u hav bad pc, no dusk for u
;_____;
ask david, he'll know more than anyone
game sucks, cant even quickscope
hi @glass isle ! We're expecting Dusk to be fairly taxing with the high-end features (bump mapping, realtime lighting/shadows, etc) turned on, BUT those are basically just fun additions, not the way the game is intended to be played. With intended settings I'm hoping it will run perfectly well on most PCs after optimization. For reference, I'm still not done optimizing and I get 60+ on a GTX 750ti with an i3 cpu
So it's not going to be Quake/Doom framerates, but it should be quite playable for most people
there you have it Mat
Thanks for the info!
yup np
Games really should be spec'd on needed RAM rather than installed
say wat?
@thorn trout Dusk has been posted on most major Doom forums as well as the Duke3D community
Many people react with skepticism (I did too, until I played it)
zombie to the rescue
how many eons do you plan to sleep for?
Brb
Was that at me @thorn trout
Whenever you get back @prisma halo (and whoever else wants to answer), did you find the level design to be better than it looked in the trailer, or did other aspects just make up for it? That's something I really want to nail, but I don't have the benefit of years of mapping experience like a lot of hardcore Doom modders/mappers
@silk wedge yeah
Back in the days when I used to repair computers for friends and church the hardware and driver combinations (not including the over 9000 icons in the system tray) would make any game that said it required 256mb of RAM on a xp 2002 system require 768MB
ahh, I see
@thorn trout the level design in the demo is much better than the trailer, I was pretty brutal towards the level design when I saw the trailer
It was my main complaint actually
It was partially mitigated in the Vista age by accounting for the raw requirements for Vista itself
well, rightly so, since that's basically the most important part of 90s shooters
@jade root approximately infinity eons
Also, I still pay Quake in MS-DOS
But yeah, the demo's level design is π in comparison
the level design was fairly competent and did a good job of showing off what the game will be like, the only real issue I had was there was no spring board to fully test the flipping mechanic
I could play that demo level for hours (and I uh, have)
Is it the flow, or the nonlinearity that works for you?
Both
figuring out how to do both well is quite difficult I'm finding
I like having multiple paths to take, adds lots of replay value
But the level is well paced too with keys and stuff
Adds up to a really nice level
cool, good to know. Thanks!
np!
btw I'm really curious what the second episode ("Half-Life" inspired! :D) is gonna be like ^^
lots of STALKER-y Half-life-y industrial stuff
yay!
slight move toward more abstract levels
SOMEONE SAY STALKER
I have two favorite games of all time. Doom (1+2) and STALKER (all of them). So I really have 5 favorite games of all time.
if we are on the topic of favorite games VVVVVV is my all time favorite
I very much dislike Doom 2's levels
Like, absolute hatred
Doom 1's levels are brilliant though
Doom 2 was a steep decline in quality level-wise, particularly in the second half
And I - on the other hand - find "Doom 2" to be the best "Doom" game of all time.
I could never get into Doom 2
and I really liked D2 levels π
I played the crap out of Doom, barely touched 2
I love everything about Doom 2 except the levels
They lack the replay value and charm of the first game's levels, especially episode 1
Yeah, I've always kind of felt that way about Doom 2, but I've never been able to put my finger on why.
Episode 1 of Doom 1 is brilliant
It's the best episode
Yes
I respect Sandy Peterson's touch, but I just like Romero's style a lot more
I lost count of how many times I've beaten it
prolly cause with Doom 1 they had an ambition to make it the largest computer related thing on the planet while doom 2 was more of giving the fans more of the same game
Probably, and less work was put into the levels as a result
exactly
Phew, finally home
Now I can go through the pain of figuring out Dusk's asset paths
So I can load models via script to create enemies on the fly
Debug program?
Oh, SB3UGS?
Thanks
There's also Unity Studio which I use for ripping models
SB3UGS for textures and audio
Is the latest one 1.0.16?
ooh that's interesting
Its a palette i made
Also, after studying how the shader work
If you test 256 colors palette in 16x16
And test the same palette in linear (256x1)
Linear returns more colors
So i guess i should have sent ya the linear palettes :v
Limitation
If its bigger than 16x16, it won't get a few lines
If you want, i can send the linear ones for you to look at them yourself
I'll let you know. I think at the moment I'm just going to concentrate on level design, but if I do want to mess with palettes again I'll definitely want them.
for reference btw, here are two other places Dusk has been posted besides Doomworld
https://forums.duke4.net/topic/8908-dusk/
http://forum.zdoom.org/viewtopic.php?f=12&t=53525
(the second link contains my harsh reaction to the trailer)
Or steam (matsilagi2)
@thorn trout so does BasicAIScript control AI for every monster?
yeah
thought so
also whenever you have time, could I get a screenshot of the prefabs for each enemy?
would give me a little boost in setting stuff up
Yeah
mainly so I know which components get added to each enemy, basic properties, etc
I can grab that stuff by iterating over gameObjects but it's not guaranteed to be the default settings
Some enemies might have different components down the line. Like, I was prototyping one that uses rigidbody physics instead of a navmesh.
But most of them (i.e, all of the ones in the demo) are basically the same just with different values
so would screenshots of one prefab do?
Yeah, that'd be fine
also for some reason this server isn't giving me notifications anymore, weird, time to check my settings
k, I'll have that for you in a bit
awesome, thanks
@prisma halo the debugging tools download links?
Grabbin' 'em now
v1.2.20
Unity Studio: https://github.com/RaduMC/UnityStudio/releases
how many maymays keys did i miss
Ahh fuck mAt a pacifist run......wait let me beat it (lenny)
Apparently I fell asleep while my roommates stayed up for the election
So they are all passed out in he living room
Also, the president doesn't really hold as much power as people think. With how much he pissed off congress, all his bills will be pigeonholed
how you holdin up
I'm fine
I'm not worried cause a lot of Trumps supporters don't support him anymore. He's essentially a leader by name.
I'm not worried because I'm not even American lmao
oh boy
I do, however, love that Putin was one of the first world leaders to congratulate Trump
That's gold right there
Oh man, I wonder how many people will skip classes today
And according to my friend the Canadian immigration website crashed
Holy shit it's only 8:12am and I'm already laughing at some of this stuff
It's 2:16 here, and everybody is panicking
"OH MY GOD WORLD WAR THREE"
nobody really undrstands anything
they've just seen that one video with Robert Downey Jr crying and telling people they have to vote for Hillary
and now everybody's just using stupid arguments
Do they know how the us government works?
Trump talks lots of shit
President is just a figurehead
we french people just like to have something to be angry about, and Trump is a marvelous occasion
But im pretty sure he Will handle the situation a bit better
tbfh, you guys were out of options Just like us here on Brazil
Both are bad choices
This will just be an unproductive four years
Then Hugh Mungus and Ken Bone will be the next candidates
Oh god
BLM movement
They are gonna be pissed
Oh fuck
Now I'm worried
BLM is going to fuck shit up hard, brah
Good thing Ohio is pretty safe
Ohio is kinda an oasis in America. No extremists, no feminazis, and we actually have a lot of spending money thanks to our governor (who trump asked to be his Vice President)
So now I know where to go if planning trip to USA π
Yeah. Come to Cleveland, we got the rock and roll hall of fame
And the avengers was filmed here
There's a lot of beer out in the living room. I think my roommates were taking this a bit too seriously
Anyway.
How's everyone else's day?
Do it
If the balls don't touch, and if it lasts no more than 5 minutes, then it's not gay anyway
It ain't the end of the world guysd
unless it is the end of the world
in which case you get to say "I told you so"
but we'll all be ded
so whatever
the worst views. All dem beautiful hills.
@thorn trout var disbecamera excellent variable name choice
heh thanks π
on another note I've sort of managed to spawn an enemy at will
sort of in the sense that he's there, but he lacks some components and things that he needs in order to function
namely, projectile types and his model
I have absolutely no idea how I'm going to retrieve the animator avatar's via code, so I'll have to look at some Unity docs later
what if I added a prefab that just spawns an enemy prefab, (so it would only have a script component attached) so people could spawn that instead?
While that would work, it would make it harder to program enemies externally
actually, I guess it depends on how that method is approached
For reference, this is where the enemy should be, I just need to fix a few things
the idea is to get a basic enemy spawning, and then start cutting the system into pieces
I think jefes approach is better even for externa enemied
As I said, it depends on how it's approached
Doom uses a prefab like that that can spawn both itens and enemies
If it's done that way then yeah it'd work
in a sense
it'd call a script to spawn the enemy type, based on some parameters on the prefab
which would mean I could just override that spawning script to enable custom enemies
but if it was just an extension of the current system, with the prefab pointing to a prefab, it would only complicate things
@thorn trout can trump b a secret boss
no, that's in the Presidential CamPAIN DLC
Like bob barbas for example
for reference
the less a feature relies on the Unity inspector
the less work required to externalise it
e.g, if something is 100% code, without reliance on the inspector/GUI at all, it will be extremely easy to externalise
which is true for the enemy AI, but not the enemies themselves
stuff like the HUD and menus are very difficult to externalise because they use gameobjects that are seemingly pre-placed in the map, rather than created and managed via code
Will support for Steam Workshop include the possibility to create our own campaigns (or call itepisodes)? π
hmm, that might be a problem since most everything in Dusk relies heavily on the inspector
I've noticed
*it episodes
however, using some form of prefab system that executes creation scripts would certainly soften the blow of stuff
but it's really up to you, you're the dev
At this point that would probably mean recoding a significant amount of the framework
off the top of my head
the HUD in particular probably wouldn't take too much work
some of the other stuff though, may be a bit more complex
heh, don't worry
luckily Dusk's codebase is relatively small at the moment
at least judging by the demo
a lot of it could actually be condensed to be even smaller
eg, stuff like BuzzSawHitScript, RivetHitScript, etc could be combined into a single script
that handles the particles and stuff depending on a property that specifies what kind of projectile it was
as well as damage, etc
I wanna mod a bfg in to it yeeeee
I don't blame you for not designing it with modding in mind though
Unity doesn't have a lot of focus on it
most Unity devs don't even know the engine's capable of it
that's true, my concern is more having to redo stuff for modding AND everything else that needs done (like 24 more levels)
I can imagine
although, depending on how stuff is redone, it may not be too painful, exactly how much stuff is 100% inspector-reliant right now?
(also another note, it's entirely possible to keep the inspector around for debugging, with special scripts that in a sense "latch onto" other scripts and give you information in the inspector, so luckily modding support isn't going to destroy that development tool)
let me think
I mean... a lot. Like, even something as simple as a single door has inspector edits done to its "invisible button" to make it the right size
and I don't have any clue how ProBuilder does stuff
but is that the same for every door?
as in, does each door of each type share the same size?
every door is special
because every door is a different size
oh, I meant like
Door Type A - size x
Door Type B - size y
as in each instance of each type of door has the same size
so if you have a large door, all large doors in the map have the same size
then there's the swinging doors like on the house, each of those would have the same size
(I'm bad at explanations)
well, the swinging doors on the house are all equal (they're a different prefab), but other doors are aren't. Like there's no "large door" and "small door" prefabs. There's just a door prefab which is a probuilder object that I can resize/reshape.
Like I said, it's HEAVILY rooted in the inspector.
things like sizes of doors is something that would normally be map-specific anyway
you'd just have a "door spawner" script and you'd specify size parameters (and optionally attach a mesh to it that only renders in the unity editor so you can see what it would look like ingame)
that'd allow people to customize the look of doors without breaking the maps as well, since they'd always have the same size in the end
or since they're probuilder objects
you could just have a script that automatically generates the button based on the door's dimensions
of course, you'd need to work out a formula for it, but I imagine it wouldn't be very difficult to come up with one
That's true, although I ALSO have some instances where the button part is offset from the actual door for various reasons
then provide that offset to the script
but that could probably be done with a script easily too
so... all of these properties would be constants in a script rather than assigned in the editor, that's the idea?
They wouldn't be specified in the script, rather the script would just contain the variables and you'd set the values in the editor
Stuff like door sizes isn't something that'd normally be externalized to a game's scripting language
that'd be for later once ProBuilder has the map editor feature
hmm, I'm a little confused now... isn't that basically how all Unity scripts work anyway? The variables are in the script, you set them in the editor?
Yes
Although since doors are generally set by the map, it shouldn't matter for them specifically
at the moment the main things that require externalisation to have a solid modding base is:
- Weapons
- Enemies
- Items
- Player
- HUD
- Menu
depending on how comprehensive that upcoming ProBuilder in-game editor is, the door problem will go away by itself once that's in
the script thing I suggested earlier would be pretty useless once that happens
ok, so if I understand you right, something like the awakedelay variable in the BasicAIScript is fine? BUt something like the properties of a collision box isn't, because that's something Unity's doing behind the scenes and isn't revealed in a script?
Yes and no
if it's an object that a mod can spawn or customize
eg, enemies, items, etc
then the default collision size should be in the script
with the map simply defining xyz scale instead of explicit size
explaining this stuff is more difficult than I anticipated lol
okay this might be a better way of saying it
if it's map geometry, it can be done in the inspector
eg, doors, walls, you name it
if it's something functional, like items, enemies, physics objects, etc
then their base size should be done in their scripts, and you can have scale factors that you set in the inspector
if that makes sense /walloftext
hello guys
and that's because the collider component isn't actually revealed for modders, so there has to be something in a script that can influence it, right? But variables (like awakedelay) in my own scripts can be modified?
the collider component itself wouldn't get exposed, but some of its properties would
namely, x y z size
:/
as for stuff like awakedelay, those would be constant in the scripts
since they're static properties for the enemies
ok lets try again...HEY BOYOS
on the mod-side, things like that would be done like this:
actor : GasMaskGuy
{
awakeDelay = 2;
}```
@strong tartan yo
so anything from a script that I'm using on a per-instance basis isn't going to work then, right (awakedelay is only set for specific enemies, like the chainsaw guys at the beginning of the demo level)
if it's something that should be settable from the editor, then it shouldn't be an issue
awakeDelay would certainly have a default value script-side, but it could be overridden in the editor
#seenbydavid XD
for example, in Doom, enemies have a "deaf" setting
hi bread π
lol
by default it's off, but a mod can turn it on for an enemy by default
hows stuff going guys
but a map can also control that flag per-instance
ok, so right now you'd be able to change awakedelay on a per-enemy basis right?
yes
basically if vars in my own scripts that I'm setting from the editor are fine, then it actually might not be too big a deal to adjust for moddability
to say it more clearly: awakedelay is currently handled correctly
gotcha
but anything that I CAN'T set from one of my OWN SCRIPTS in the editor needs changed, correct?
Yes, if it can't be set via script then that should ideally be resolved
ok, but just to make extra sure, "via script" doesn't mean it has to be baked into the script as a constant, it can be changed per-instance with the inspector. Yes?
yes
I probably shouldn't have said "constant"
I moreso just meant that it has a default value
so each "GasMaskGuy" may have a default health value of 50
therefore you'd only need to set that in the editor if you wanted to give him more or less health
which you are already doing via prefabs
you'd just need to turn those prefabs into spawn scripts and you're gold
sorry, can you explain the spawn scripts thing to me too? π¦
in the end you'll only have one prefab for spawning stuff, and it'd let you choose what type of object, and then set any of its properties if necessary
a spawn script is just a script that creates the gameobject, gives it all of its components, etc
ahh ok, so like it gets stuff like position, type, etc passed to it and it does the actual spawning at runtime then?
does this mean every object in the levels I've already created is going to have to be replaced with something else?
or will it be enough to just have the spawner script for modding purposes
and place prefabs in my own levels like I've been doing
You would have to replace each enemy in the level with an appropriately configured instance of the spawn script
yes
well
you only need to replace instances
since everything related to the enemy's "type" would be set by the spawn script instance itself
think of it in the sense that there's only one generic "enemy", and you set properties on it such as model, AI type, etc
the spawn script would create an instance of this generic enemy and set the appropriate properties on it
and when a modder creates a new enemy/actor type, it just adds a new type of enemy to the list that the spawn script is capable of creating
is the issue the way Unity packages prefabs, or that some of the variables on the prefab are Unity types?
(like, GameObject)
it's moreso that prefabs are not only hard to change due to their nature, it's incredibly hard to override and locate them from external code
I'm not even sure if prefabs get packaged with a built game, it might just bake them as regular instances into the maps when the game is built
I haven't done any proper research into that though
But wouldn't the spawner script just be another prefab?
Yes, but it wouldn't contain any information in it that would need to be externalized
you wouldn't even necessarily need to use a prefab for it, it'd just make it easier to use on your end
it'd just be an empty gameobject with a script attached to it
ok gotcha
and that script would do the job of looking at the external information and creating enemies
let's say the spawn script has a collection of 'default values' for each enemy type
doing something like this from a mod:
actor : SomeMonster
{
health = 200;
model = "boo_im_a_scary_monster";
}```
would just add another list of default values for an enemy type of "SomeMonster" to that collection
so whenever the spawnscript is told to create something with the type "SomeMonster", it'd create an enemy with those values
ahh ok I see
I'm just really discouraged at the idea of not only having to take the time to figure out the script, but also redo the spawns in every level I've made.
I would be too
But it sounds like this needs to be done now rather than later
It would certainly reduce the amount of work down the line if you decide to add mod support post-release, that's for sure
but try not to let it eat into development time too much, as much as I love seeing mod support in games, it should be considered a second-class citizen compared to the game itself until the game is released
If all enemies share a common property or component (such as BasicAIScript), you could even write an editor script to automatically replace all the instances
so you wouldn't need to do it manually
(it goes without saying that you should backup your Unity project files before executing such a script though, just in case)
Yeah I was just wondering if that would be the best idea. Just continue as I'm doing and figure on writing editor scripts to handle all the replacement later on
because as much as I would love to have mod support, first priority is having a game in the first place
and I have a baby coming in like 6 months
which is going to hamper development a little π