#general-modding
1 messages · Page 2 of 1
GuessTheReference.png
The greatest handgun ever made
If you're going to not fully texture something in the map, you might as well put in a message for the future

setting up a scene for a thing

godot engine??
ye
sweet, im studying it rn
godot gang 
cruelty squad engine lets goooooooooo
wait a minute does this run on c++
no
say do you know any game devs who be interested in somewith c++ expereince
sadly not
not off the top of my head anyway
doesnt godot support c++
kinda but my game isnt using it so
ok
I thought that was the question being asked
Rain now blows in the wind direction
Cute little fella
🗿
How much experience
Ik a bit of pure C
Im gonna assume i can't just post clips and vids here directly or embed stuff
for now at least
C++ is overrated don't @ me
i like c++ :(
bue does c++ like you back?
no it hates everyone
I don't like C++ but I begrudgingly accept that it's a necessary evil sometimes
That language is full of stupid shit though
You might think you could change
auto a = A();
auto b = B();
auto c = C();
auto d = D();
M(a, b, c, d);
to
M(A(), B(), C(), D());
but nope. That invokes undefined behaviour because the compiler is allowed to reorder those calls (and it WILL)
So if the order matters, that change will break the code because C++ never draws the line on optimizations where it should
average c++ L
C# just microsoft java tbh
poor zombie gotta deal with Amid Evil until BL is out
i like it :)
that looks very cool
Far from it, actually
Once upon a time that may have been one of the motivations behind its creation, but it's actually a very different language
It has value types, pointers, runtime generics, etc, all fundamental features that aren't present in Java and allow you to write better code
Basically C# just has surface-level similarities to Java when it comes to syntax, and... that's about it
I've only had to write some C++ for AE once or twice actually 
awesome
Never again will I use such primal coding
Because fuck the usual lack of debug errors/vague error codes
legit the teacher had us always open C documentation on our school computers just for that reason
C and C++ are extremely powerful but it's also super easy to shoot yourself in the foot with them
Agreed
I've been writing C/C++ for like, over 10 years now, and there are still stupid things that can trip me up at times
I'm both glad I got through the class though
However
The amount of time it took for that entire class to get done, I could've watched like 5 YT tutorials over the principles of C and optimizations for it
so that's a thing
I've only used C for if I need to toy with the idea of making my own engine, which usually never ends well so I drop it and when I pick it back up I'm like "this is seriously how I coded? Where's the comments?"
Ohhhhhh god Serialization
There's not one game engine that makes it easy and I hate that fact
Legit my comments use to be nonexistent
now my comments are:
Which btw
I still haven't ported my code to 3.5 due to shader issues

this is p the most cursed shit I had to do in Godot in a loooong time
Basically godot pulled a "no u" on my ass when I tried to connect a signal from another node to the player, and the code spans like 63 lines of just dumb shit just for it to not crash and burn when emitting the signal from that node.
I hate dealing with basis and rotations
esp for IK shit
Greetings fellow VR, Alyx or just Half-Life enthusiasts!
Today I decided to make a little Half-Life: Alyx mod or addon, that adds limb dismemberment to the game.
Depending on the limb you shoot, there's a chance said limb will fall off the Combine in the direction it was shot, when they die. Currently the mod supports only headshots, but the ...
For SMod / Nvidia Flex Enjoyers
C is relatively simple but very easy to screw up
c++ is quite complex but very easy to screw up in new, more nuanced ways
yeah my code is pretty cursed and pretty undocumented. for somebody with a shitty memory its not ideal
everything just triggers signals in the player
I'm still wondering why C++ has so much functions that do the same thing :v
huh that doesnt seem problematic , was it for a specfic enemy or a scripted event?
I have yet to find a better serialization solution other than straight up making mirror classes of everything I'd need
I'm jumping ship from unity to Godot as soon as my prototype is done
Also, C# and C are great languages but C++ is an infinite nightmare
Something something 600 mb compiler for C, 8 Gb compiler for C++
After several years of writing tutorials and editing videos for fun, I've decided to combine those two. So, I bring you (hopefully) a series of video tutorials about programming, aimed at Half-Life mods.
There won't be any programming in this very video, only talking and stuff.
Timestamps:
00:00 - Intro thingy
00:15 - Introduction to the intr...
I would have honestly preferred they just worked in C instead of C++ for source but it's just too popular and ingrained
Nah nothing like that, it was third party integration shit
idk looks like a normal loading screen
i'd rather have that than the blank window
Plastic must die
we've had less problems with plastic now that we actually know what we're doing
so we might not have to switch to git
It still must die
barely got to work on the tutorial map for my game today
I want to kill Unity
I want to kill them all
what’s wrong with git
Really dont need to abuse the subdivision modifier that much
reminded of back when i was starting gamedev and i didn't know shade smooth existed so i just subdivided models until they looked smooth 
Use the marking edges as sharp, and normal editing for if you want a sharp edge
I think we were all there at one point Plaz
Except for me I had trouble with that AND I didn’t know how object origins worked
So something in blender might look right, but when exported the origins would be like under the floor so the object would be displaced
ayo tree hd just dropped
tried to get someone to review this in the croteam discord its a modification of the EntitiesMP/PlayerWeapons.es
for serious sam . i modified a new weapon into the game that acts similar to dual tommyguns i want to see if it works
Wassup buddies! It's been a while :D I am preparing for my final exams coming next year so I wasn't on the game that much, but I still made some steps on that :D
Keep in mind that it's still very WIP and a lot of stuff is about to change in this game
Music was made by wonderful operator, huge thanks to him!
Main menu music is Saul Done theme ...
FINALLYYYYYY
lookin good
goddamn guys thank you a lot!
I FORGOT TO ADD TORCHES
ok I got off my arse and implemented some shiny things.
- better, cooler intro animation, now with sound!
- an actual walking animation, albeit a kinda minimalist one.
- weapon pickups, working amazingly! they even hook into the hud and print dialouge.
kino.
wasn't this being done in unreal
it's unreal yeah
k i n o
Skill issue
I legit have the power of somehow finding methods of stopping memory leaks
and these methods no one can explain, not even the Godot devs
Zombie tearing unity a new one again
Does Godot use a GC? I would assume that adding the element to the array causes it to become rooted, so it won't be collected until the array itself is also collected
Pretty common technique for keeping GC-able objects alive, particularly when you're dealing with buggy/broken APIs like some in Unity (or one of my favorite examples: Steamworks.NET)
Well, not necessarily storing in an array, just keeping a reference to the value somewhere that gives it the appropriate lifetime
I'm not entirely sure if it is for GC, Because I tried to store the same thing in a Dictionary, but it caused a leak, so just having it referenced and rooted doesn't seen to work other than just with arrays
Which is really really weird
That does seem strange
yeah
but it seems to be the case for C# godot as well
given my friend just tested it with the current 4.0 branch which ahs a bit more extended C# features and it seems like it still happens
Currently all signs in my head are pointing to this
Arrays are super common so they're generally the obvious thing to optimize first
So if this IS the case, it's probably just a matter of arrays getting more development love
It's weird that even the Godot documentation doesn't run into this issue or state this issue though
At least from my many years of binge reading the documentation for Godot
Presumably because it's not intended behaviour
But yet it's been around for like who knows how long and is still currently in engine, hmmmm
Sounds like every Unity bug
true
update to the rifle
u posted the same thing as before except it's smooth shaded this time
im not even sure how this happens tbh
Looks like either flipped normals or massive Ngons
granted i tried to quick fix as i did kinda see some thing was off that
reading through some of the programming shenanigans you guys have posted
Holy shit am I glad I'm not studying to be a games dev
none shall escape the wrath of subdiv+smooth shade
really dont gotta lean into those that much man
the end result especially with such a poly count just looks a little odd
and if you do want to smooth shade and subdivide, there's more thought that needs to go into this stuff
pog
with modelling something you should be careful about subdivisions
It may give you more detail and less "thing made of squares" look but it may screw up your model almost irrevocably
your transforms will be a lot more annoying, your face work will be tougher to deal with and your UV mapping is going to be pretty annoying too
yea just... really gotta know exactly when to subdiv and why
yeah I made the mistake of trying to do really high def tubing that way on my first real model
that thing is now unfit to texture
new stuff is much better now that I don't do that
can't wait to spend several days porting my game to gdscript2
Pictures pls
im excited yet terrified
I'm not
And I wouldn't
Like most x.0 release it's going to have a lot more bugs than previous ones, less documentation for Godot Script 2 (fuck it btw), and keep in mind you're going to basically need a whole new codebase for your projects
there was supposed to be a 3.x to 4.0 project converter, but I've used it
barely works
thank you very cool https://www.nexusmods.com/marvelsspidermanremastered/mods/1458
Don't knock GDScript it's shockingly performant
It's basically an extremely lightweight C++ wrapper
please man try making a model without using the subdiv modifier

Vr chat shotgun
So the easy way to get the effect you're trying to do is to just go into edit mode, select what edges want smoothened, click MESH>NORMALS>SHADING>SMOOTH
You don't need to have this many subdivisions
doesn't matter if they break compatibility and consistency syntax wise its bad in my eyes
It's unneeded to change the actual look of the syntax when everything is being done internally.
Obligatory no one can embed C# in their game engines correctly moment

It's not even hard, I don't know how people so consistently fuck it up 
if u want smth done right
I like gdscript
Pythonic good 
I don't want to write like
cout << std::who_cares::dumbass(value) every time i need to do something
At a certain point typed pythonic stuff is just nice to write in imo.
GDScript is the happy middle ground between being extremely performant and easy for beginners. C# is great but it's definitely not a good first language
I will clarify one thing which might make me take it all back, I haven't had the chance to write any GDScript yet, just read it over the shoulder on friends projects. It would be extremely funny if I went to lengths like this to defend it and ended up hating it.
See, Godot 4.0 ISN'T GDScript
It's GDScript 2
And they changed a lot of syntax for basic coding with it
when it really really wasn't needed, because under the hood it's just C++ with a python like coat of paint (actually in all honesty it really isn't Python like at all, it's mostly the white spacing that's like python, everything else seems more like a robust, simpler C#)
So them changing the surface level syntax (like changing "onready" to "@ onready" becauseeeeee... Apparently it's a "Inconsistency between GDS2 script layout and GDS one" (whatever that means))
long story short they're making it take longer to code things in a supposedly simple syntax style
I think this is kind of the trade-off though. Yes you could just have users do things in C++ but that's not easy by any means. Users who know C++ well enough to comfortably program are usually the types who have spent years eating and breathing the stuff. I write embedded code for a living and C++ is a PAIN.
And I definitely wouldn't say that C++ is faster to code in, having to define everything three times is a huge pain
It's annoying that they changed the syntax but I'd rather a consistent language IMHO, inconsistent stuff is confusing and annoying (shoutouts to unity lmao)
Under the hood of GDS is C++, but the custom language (GDS/GDS2) is being changed between 3.X and 4.0
which fucking sucks for long time users
I mean is it fundamental changes? Or just syntax changes
for newer users, sure they can start up a new project and use it, but for someone with a pre-existing project that WANTS a LOT of the more robust 3D features (like in engine skeleton editing and animation) can't
Fundamental, and syntax change is the major reason for it being fundamental
I can understand that frustration, but I want to ask what you think the alternative is
Interpreters / compilers aren't exactly cakewalks
I've always said this, even before Godot 4.0 was a thing,
"If they change how easy it is to translate one line from C# over to GD script, and make it harder for it to be a "Simple" coding language, I'm ditching Godot and pursue trying and learning more C#/C++/C for my own game engine."
and honestly, 4.0 will most likely be my breaking point depending on the unknowns of how much syntax changed for simple things like translation, movement, getting and setting, etc.
Idk I think it's not inherently bad that its simple, just different
And it not mapping 1-1 to C# is fine and somewhat understandable. It's just a new language to pick up
Well, the issue is when you have over half your projects on hold to see if 3.X to 4.0 project exporter works as well as I'd hope
Because the codebase changed so much
plus it's going to take more time relearning how things are done in GDS2 vs GDS
Yeah but that's also true of like, writing your own engine
Or picking up any other engine
There's definitely a satisfaction to having your own thing to mess with and knowing how it works but I'd argue the time it would take to manually convert all of your projects to the new GDScript is like half the time it would take to get a functional, performant 3D engine up and running
That's not a dig btw I'm just trying to be honest. Writing 3D stuff is HARD
Even getting polygons to show on screen right is hard enough, getting something with 3D graphics is a pain. I've dipped my toes in all of it and lemmie tell you, I'm good using an engine lmao
I've been through OpenGL, I'm well aware it's the equivalent of lighting your hair on fire, sure it will burn, and then a moment later cover yourself with liquid nitrogen, no way you're dealing with it 
litterly looks at one file then decides to just nit pick while ignoring the others theres a reason i blocked that guy
it's actually kinda odd how out of all the "Game dev" or "Official game engine" servers I've been in
I've actually gotten the most help here just by looking around this channel
And I've been in a L O T of game dev servers
Boomer shooters attract a specific type of nerd
Want to see a demo of the VGA driver I wrote
i'm happy i'm going to be porting my game to gds2 mainly because I can give the codebase a good cleanup then whilst rewriting it
well less happy more ok with
Pretty goooood
Of note, it's running on a custom OS as well
Linux based?
Hence the QEMU
Oh no like literally custom
Like, handwritten asm bootstrap
Not my own code, part of a class project but still
I remember I tried to make my own Sound driver
That's also where I land on it
I'm going to be porting my unity game to GDScript2 and give it an incredible spit shine / polish
I got a Saw Wave, Pulse, and then a high pitched ring that crashed EVERYTHING
My project wasn't working for weeks. I got all of my driver done in the last two weeks of classes
It's kinda shitty that I don't have coding classes in College, only Electrical Engineering and Circuitry
Legit I don't like either of them
what are 90% of those errors
or is there only like 2 errors and the rest are warnings?
It was because I was using an unsigned pointer for the graphics memory rather than a uint8_t, and it lead to the garbage memory in between the pixels being interpreted as data
If you're a CE that's what I'd expect. If you're CS I'd be concerned
I don't know what CE means, but I can guess Collage Senior being CS
Unless you mean Circuit Engineering and Circuit Science
My brain is dying
because I reopened my first C# game Engine and I'm crying and dying
Young me didn't know how to use Arrays and Dictionaries at all so it's just a long 23 ish list of ints and bytes that I was feeding into values elsewhere and the only time I did use an array was to store ONE VALUE
which ISN'T USED
I was able to get it down to 2 errors and 14 warnings
most are x return value isn't used
btw it ran fine even with the 50 errors but the clean up does help with debugging
yeah godot's weird, you gotta put the line that's "unused" into a Var or return an existing var (like if you had Velocity a Vector3, and you're putting that value into a "move_and_slide()" function , you'd say Velocity = move_and_slide(Velocity, Vector3.UP).)
idk why it does that, but it doesn't harm anything other than filling up your debugger
Definitely a compiler thing
my brother in christ i checked all of the stuff you sent
it's not nitpicking when i just screenshot the model itself and everyone can see what's wrong with it immediately
not gonna improve much if you're just ignoring what ppl say about your work
it's ok to be a beginner
lord have mercy how many vertices is that
i'll check that one a little later
one of those is ginna be a fuckin virus
and i'll pay for my insolence
memester is going to get their revenge for nit picking while ignoring the others
Watch one be a giant dick or something ripped from vr chat thats like 12.8 Quadrillion tris
where is the trigger
this one is mostly fine but you're still abusing the living hell out of the subdiv modifier
havent you posted both of these in the same exact way before
i remember seeing these
Probably without the extra shapes
like, i think the way you're going about this is purely by visuals
sure, they look fine on the outside as long as you dont view the actual mesh
if you intend to work with your models or let someone else work with your models - the mesh itself needs to be much cleaner than that
just plain texturing some of this stuff will already be a pain
can I ask why using subdiv isnt the best
not that I model but
You get a shit ton of extra polygons thay you don't need
yeah and it will smooth out some harder edges if you apply it to the entire model which may not be what you want
^ pretty much exactly that
it's nice when you know when to use it (usually at earlier stages) and for renders when you're not using your model but just making a pretty picture
Trying a small car combat game
I like the idea of standing on and shooting from the top of a car lmao
Reminds me of doing that in gta sa
Driving mr.bean style
attempt at anime 1: alright lookin
adding (s)hitsounds 
he's gonna brown
aa12?
kinda
its a 4 barrel gun, i modeled the back after the aa12
but i added some rails to the top. initially they were meant to look kinda like a spas 12 with the stock folded but i made it different
the rails remind of or the pancor jackhammer
yeah
looks really cool
new bonebreaker level pls rate
dat is not what I had in mind really
I also really should start programming Endless mode
reminds me of dusk endless
A peaceful sunday drive
gta 2d 3d
an NPC for my game
BABE WAKE UP NEW BLOOD KART TWEET DROPPED https://vxtwitter.com/ThePlaz42/status/1566105392115060736
Going for a nice drive though the third DUSK track in #NewBloodKart
#screenshotsaturday #gamedev @NewBlood @DUSKdev
So I'm out of the loop, is nb kart officially published by New Blood yet? Cause it sure as hell should be lmao
I remember when this project was jusr a crappy little prototype
Feels motivating seeing projects that develop so much
yooooooooooo that green level!
i love it
currently moddeling a dp 12
you're still facing the same issues as before
looks fine on the outside, but at a closer inspection the mesh itself reveals a bunch of problematic parts
and you're still heavily relying on subdiv which WILL bite you in the ass once you start using those models
you can achieve what subdivision modifier does manually while also having a lot of control and keeping the mesh clean
stuff like this will get in the way a lot
or this
look up the bevel tool, it'll smooth out some edges without needing to resort to the subdiv modifier all the time
what about the bevel modifier
There are places where you should be careful, yes, but it's still very good
And usually better than just subdiving the whole model
please
for the love of god
watch a tutorial
the shapes are good but the geometry is problematic
What good is looking at it if it can't be used
Like that will be nightmarish to render in blender let alone in a game engine
also can i just say
man what the fuck is going on in your workflow
like... why
what's with all the random parts everywhere and why have like 6 versions of the same gun at the same time
Now lets see the mesh
mesh inspection day
Hiding the mesh does not solve the problem
lol
you need to be at least 13 years old to use discord
The script is only for paid members of the server
;-;
yeah here's the blood script url
So wait
is Unfortunate Specimen not a part of NB anymore? if so why is it still linked in #info ?
Idk where to really ask that very question
so I put it here
How do I contact customer support? I have New Blood Gold but I can’t see the image??
No
Aight lets see
well, like
it's cleaner but
ok here's the thing right
when you apply a modifier, it's not actually USED yet you see
you need to hit this little thing and then it will actually take effect
if you just import this into somewhere else it wont show any changes
and here's what will happen if i actually apply all the subdivs you made
see the problem now
these top parts are also z-fighting the hell out of each other
sure you can make a shape of a model but you really, really need to learn the general 3d modelling principles and the specifics of it for gamedev if that's what you're trying to do
because the steps you're taking will be a bad habit if you dont stop repeating the same mistakes
well aware of that though a bit hesitent about using a boolean
there is no need to boolean anything in that model rn
it can be made without using any modifiers at all if you're going for a basic looking thing
god can you at least unblock me if you're going to be opening my messages anyway thank you
i suggest you start out by doing some low-poly random objects, and not just guns
just general purpose things that have tons and tons of tutorials
guns are pretty specific and while you'll find good stuff on them, it's better to learn general concepts from the whole spectre of items
while doing practice is good, you're practising in the wrong direction rn
like yea you're improving the way you do things, but the way you do things is not really usable in any way
as an example - it's like making plates from cotton
sure you can get good at making them, but they're completely unusable and not really how you should be doing it
try not just modelling the gun - try to learn to texture it as well, and then maybe watch a tutorial on simple animation while you're at it just so you understand how your model will interact with those things even if you dont want to animate or whatever
one main problem thier arnt any low poly sawed off shotguns and the ones that do exist are really not that pratical
well then dont look up how to make specifically low poly sawed off shotguns, look up how various other things are made and then use that knowledge to make your sawed off
because in the end you'll be using the same concepts, the same tools, and the same principles
the shape is different, the way you make it is roughly the same
while learning how to make a house or a small animal or a shovel or whatever - you'll learn how to make your meshes cleaner, what to avoid, what good tools to use while making a model etc etc etc
and those will apply anywhere, not just to those specific objects
Live for the chase
aight lets see
ok there you go, the subdiv modifier is gone which is nice to see
but the mesh itself will still be problematic when trying to texture it
you can make the entire model as a single object, there's no need to separate them like this
trying to make the parts separately and then mushing them together is both harder and maybe cause problems later if you don't do it right
Mirror 👏 Modifier 👏
Is your friend
and yea, for symmetrical things there's basically no reason not to use the mirror modifier
untill you need to start detailing things that arent symmetrical
for a double barrel shotgun specifically i can see making the barrels separately from the rest of the model, sure
but the base part has no reason to consist out of several blocks like this
yeah, in that case what I usually do is texture the base object, apply mirror, add extra loose details, fit the extra detail UVs somewhere on the base texture, if not, then make a unique texture
Because normally, I'd apply (if it's a character) the mirror modifier after rigging and weight painting (saves the headache of weight painting both sides, and allows me to start modifying and removing aspects where needed and it shouldn't fuck up the weights that much)
a little too early for the man to start thinking about weights and texturing lol, but this is all great advice
https://twitter.com/YuriSizov/status/1566482941319995395
https://twitter.com/KenneyNL/status/1566502088573685763

pretty sure its a joke
I actually kinda like the second image
what happened to the spikey head
still hideous and
worthy
Second image looks good
Branch textures.
Added side walk leaning
Also by me adding this lean it has broken the laws of coding and now I can rotate the camera on the X axis 360 degrees
when it should be clamped to 89/-89 degrees
So uhhhhh
oops
it's good to see that you're doing things in a better way, but you still use a lot of parts that could be a single object
and the mesh in general isnt the best, but it's definelty a big step in the right direction
at least the first file
it's more of the same old stuff in the second one however
the huge uzi-looking thing is basic, but seems usable
can't say that about the rest of the stuff in that file though
called it too many edges for the ak
not exactly the problem
it's stuff like this
you're making these parts quite separately which is fine sometimes but it may just get in the way later
and sometimes results in these... gaps in meshes since you have to mush them together just right after making them separately
random c++ game using the olcPixelGameEngine
video doesn't start for 5 seconds for some reason
https://twitter.com/GameDevKS/status/1566845453924171781 moar gameplay
Watch those fuse boxes - then can produce some shocking results...
#Retrowave84 #BoomerShooter #RetroFPS #MadeWithUnreal #LowPoly #Retrowave #UE4 #GameDev #IndieDev #IndieGame #ComingSoon
Finished my car combat game lol
Does anyone know how to get the prefab of the player using bepinex
Bro what 
What exactly people are modding here 🤔
me and probably a lot of other people don't even consider this the modding channel
from my perspective it's the gamedev channel
yeah
concept art for people
this is a concept for a dusk level set in a sink hole its more or so a intererpation or an idea of what it would look like enemy placements are going to be later as of now its still needs some work
Does anyone know where the scenes are stored in a compiled unity game?
They're the levelXX files in the data folder
How is Gloomwood like <30 MB in size
Wtf black arcane magic is this
Oh wait no that’s just the Exe’s size
Wild
Because on steam it says it’s file size total is <30 MB
The game's like 300-400mb
still pretty small all things considered
the power of reusing textures and assets!

Insurrectionist baseball
so then the dev scenes didn't get packaged into the game, makes sense but that's a shame
We could've included them but they don't have their lighting baked rn
btw I see what you mean about having enemies respawn
I was thinking about modding in a quick "blood moon == bonfire saving" difficulty thing but that would mean I'd need to precache all the enemies at the beginning of a level, figure out how to spawn them, spawn them when the save mechanic is used etc etc
Bloodmoons gonna have limited saves, so thats evil
I wanna included bloodBourne bosses in gloomwood
Idk how I’ll do it but I’ll do it damnit
I have settled on a shader script for making the “time shattering” effect for when the player uses time as a weapon in my game
It gave me sooooo much hell to get looking at least a quarter of what I was going for
Will post the effect after college classes are done
DM me if you want to team up to do some hacky modding. I have some ideas...
Wait…
I think my pc was going to auto update before I left for college
I don’t know if I saved the newest revision of the script or not
Can someone explain to me how to get a unity assetbundle into a BepinEx plugin? I cannot figure it out
Or at least send some helpful documentation i could read (ping if reply pls)
You mean like, loading one?
Like packing an assetbundle or prefab into a plugin and then loading it with the plugin. I've been looking for some info about it but I cant seem to find useful information
You can store the asset bundle as an embedded resource in the .dll and then use the LoadFromStream/LoadFromMemory APIs
Okay that makes sense, how do you embed the resource?
Thats more so what i am having trouble understanding
In your .csproj
Then you need to get the Assembly object and call https://docs.microsoft.com/en-us/dotnet/api/system.reflection.assembly.getmanifestresourcestream?view=net-6.0
And it takes an assetbundle file right?
You will get a stream representing the bundle embedded in your DLL
Thank you for those pages 🙏
Which you can pass to AssetBundle.LoadFromStream
I forgor to post it, but I’m taking the time to try and tweak it a little bit more because the shader spewed out errors under weirdly specific conditions
My best friend has returned
yea so what's up with this part
or this one
have you been watching more stuff? it looks better than your previous works
still not really usable imo
this one is fine, basic but i see no big issues with it
good on you 👍
I mean it’s lower poly, and I can def imagine it’ll be easy to lower the poly count with that base mesh even more with collapsing verts together
It’s p good so far
definetly a big improvement over what it was before
I’m in a struggle
Wassup
nah man dont do this
thats not the one
what this one?
legit unsure how that even happens
but that's really not ideal imo
based on this
I mean if they want a reload animation you could do something like that
How does that bottom picture even happen
last few days' work
Good shit
wait arnt those reload animations from modern warfare
literal 2d images
must be animations from one of the most visually impressive 3d games
thanks guys <3 glad you like them, i've been working on them while i've been sick
lol, i honestly appreciate the comparison tbh it's cool to know my animations evoke that level of detail
yeah they are very cool
gloomwood mods when?
Attempt at actually making a tree.
Is there a way to access a game's prefab to instantiate it?
That depends on how the game is set up
Usually you can steal a reference from an existing "prefab manager" or something similar if the game has one
Sometimes prefabs are stored in the resources folder so you can just Resources.Load them
If it's only referenced by say, a scene, it might be a bit complicated
I'll check it out, thanks.
Is it possible to load an asset from the sharedassets files of a game into a mod?
Tree
it has small issues though it was tested
that's basically the same exact model as you've sent before dood
i dunno if this is a good idea really
the geometry i mean
not the general shape
its fine had it tested by painting it
wh
though the top part has a small problem
wdym by "painting" it
checking to see if by going into shading
though could change the handel
as that could be an problem
clicking into shading and looking at the material preview tells you exactly nothing
have you seen the animations in modern warfare 2022??????
For Reloadin' and Rearmin'💥
#RetroFPS #Ammo #Gamedev #IndieGame #BoomerShooter #Retrowave84 #Neon #MadeWithUnreal #ComingSoon #UE4
correction one of the weapons aka the revolver is reloaded similar to one of the cod games , its seems to be reloaded off hand similar to one of bo games as treyarch cant always seem to get revolvers right , the shotgun looks similar to modern warfare though its not really certain, the rifle reload looks like its from dl1 , not saying he copied the animations, just saying that he seems to have taken some insperation from them
sorry but
not quite
😛
reloaded is clearly not reloaded with the off-hand a-la CoD
they really dont look like em
and that type of shotgun reload is a fairly common approach as it shows both the ammo being loaded and the weapon in its full glory
Do you think in 10 years, we'll see a resurgence of military fps games when they become considered "retro"?
I will be very afraid
correction thats without a speed loader the gun is pointed offhand

word jumble
the fuck is that supposed to tell me
Just a quick showcase video showing all the reload animations for all the weapons available in the Call of Duty : Black Ops Campaign, Multiplayer and Zombie modes (missing a couple of zombie DLC weapons).
------ WEAPONS ------
00:00 M1911
00:02 ASP
00:04 CZ75
00:07 Makarov
00:09 Tokarev
00:12 Python
00:21 Akimbo M1911
00:23 Akimbo ASP
00...
just skip to 12 second mark
dude
I'm not gonna get into this too deep but
its seems to be reloaded off hand similar to one of bo games as treyarch cant always seem to get revolvers right
it ain't doe
and CoD has multiple reload tiers, one in Bo in which the speed loader is used instead of going round by round
do you know what "off hand" means ?
- they dont look similar
- that's... how you reload a revolver without getting it in the way of the view
tf2's revolvers do this exact same thing
not off hand couldnt really find the term so went with offhand, and just stated this is with out a speed loader
right here
so what's your point
single action revolver tactical reloads dont really have much space for imagination.
Tree
a 3
uh oh I'm back at it again making more gun designs than needed for my game
Even better, an on demand EMP nuke!
Yes it fucks up everything including your ears upon use (oops)
I need to figure out a good way to texture it
because the original concept art of it had the colors really vibrant, with the main rods and battery compartment being solid purple (with glow), and everything else a saturated orange and lime
but now I'm not sure
Now show the mesh
need to change some vertices to the barrels
Omw home to enjoy the newest model from my best friend
hOOOh boy I need some critical advice
So tl;dr In my game's first layer there's a giant citadel in the center of the map, right? well I'm not satisfied with how it looks anywhere in the map.
The whole gimmick of the layer is that there's a L A R G E hanging up side down city in the sky that all is attached to that singular citadel
The hanging city is viewable anywhere on the surface of the map (and so should the citadel).
My first instinct was "use layered images for the hanging City + Have some LoD models for the Citadel itself!"
But the more I try this method the harder it is to get it looking like it's anything but a low textured cylinder in the center of the map with an even lower textured dome for the hanging city itself.
I also tried to see if I could swing using chunks for the hanging city, but the performance loss even with it being just flat, one sided planes is too drastic
Here's the general mood board, I've written up some concepts of still shots as well but they're not what I'm currently going for atm
im no expert and im not sure i fully understand the context, but would a 3d projection of a skybox work in your case
I could but I'm not entirely sure that would be the best case, because Skyboxes are fickle to work with when talking about perspective
well Godot skyboxes are weird because they don't draw render passes (or rather they seemingly draw in a separate world space from the actual 3D space)
because things like fog, depth, and culling aren't rendered with/alongside it, it's stacked
Where HDRI/Skyboxes are first to render, then everything else renders after that (or sometimes with things like fog, fog just simply don't render when looking at the skybox/HDRI and will only render when on top of a solid mesh for whatever reason)
so you'd basically be seeing a sharp cut off from the fog into the skybox on the mesh horizon?
yes
shiet
I don't understand why
my only guess is that the post processing is inside the mesh renderer passes instead of the actual env passes
This is what I wanted concept wise
PoV: you have completed the tutorial
okay maybe this would be a better view because Grey on grey isn't exactly the clearest
not very confident in this one
it's not awful but it definetly has problems
the mesh is a little messy on the sides and the front is visibly separate from the reciever
this just looks weird
the top
wa
Closest filter is what its called in blender
this is with Smart filter enabled
Mostly here
oh no that's just the colors being weird
I condensed the colors down to 44 instead of my usual 32 because the loss of details was too great (mostly that faint pattern on the gold handles)
this is what that area looks like with closet filter on
Crisp and delicious looking
Very nice work
i chose to move the revolver reloading offscreen because animating all 6 bullets would take a lot of extra work, both for animation and programming, that's why the cod developers do it there as well
i can see what you mean though, and i'll say this: there's only so many ways to animate a person reloading weapons, and in particular black ops and the project these animations are for are both set in the mid-late 20th century, when reloading techniques weren't so tacticool
i just kinda figured "well how would i reload them?"
and idk, i played bo1 back in the day so i probably got inspiration from there
How do I access an embedded resource thats loaded into memory? I'm trying to load an assetbundle that is an embedded resource in my mod, I cannot figure out how to actually access it using GetManifestResourceStream Or LoadFromMemory I think it might be a path issue?
nvm i figured it out
So I now have a coherent timeline of when I started developing and planning my game series:
Garden (2019) > MaxSine/MaxSin (2019) > Collimax (2020) > Corner Light (2021)> Soul Spine (2022 > Dividend (2022)
i am like very new to doom modding and this one isnt finished but i just wanted to try out what my friend's music sound like combined with it
mod
Added some cards to break up the sillouette of the trees a bit.
gah dayum
Doomguy VS his toughest (And cutest) opponents yet. https://www.youtube.com/watch?v=o937Pby3r1M
if anyone asks anytime in the future about how my game's lore is structured (which won't probably happen, but you never know because I got pinged yesterday when I was asleep about my games lore)
just refer to this
Ah. I understand everything now
how did you make so many faces on such a simple shape
like, this thing quite literally consists of 3 cubes and 2 cylinders
it's not a lot comparative to a big model, but this could be done with like
half the faces
was gonna do that until
Decided to go down a new tech art rabbit hole of making my skybox slightly nicer, temp textures right now but I've got a seperate cloud plane layer thing now.
ballin
ballin
the veins
this is a certified veins classic
Daveins...
inject heroin into them and see what happens
Anyone knows how dusk/gloomwood makes sure your weapons do not clip through the walls? Is it just super tiny and close to the camera? Two cameras? Something else entirely?
Two cameras
something is messing with the loop cuts and cant really find where it is its like a random vertice can some one find it
wait nvm
Before making a loop cut, really consider whether you need one
Or you'll end up with a lot more splits than you'd ever need
I am almost ready to showcase what it can do in game, but I've ran into (a lot) an error with the projectile killing outside of the area it's supposed to causing scripted enemies to crash the game because they dead
how do you stop the camera from being stubborn when zooming in
Define what you mean by "Being stubborn"?
when you zoom in too much starts to make it more difficult to zoom out and pan
oh you just need to move the 3D cursor to where you're wanting to go/ select the part you're wanting to view on
You- fuck
Sniped
you can also do Shift + ` to enter a first person view
right click to return to your original pos and left click to stay in that position
I don't tend to use that mode as it's a bit jank
I used it a lot when I was making the third dusk map in nbk
Progress on #NewBloodKart has been nuked from Orbit due to the launch of Gloomwood. Here's the new boost / camera effects, we've got plenty in the works for later.
#screenshotsaturday @NewBlood
was gonna do some fan art work if theres gonna be similar waluigi pinball map in that game

Its called Kyle is Infamous
any who heres a reference
somethings off with one of the vertices
does anyone know how to remove path conncetions
x?
don't let them in don't let them in don't let them in don't let them in don't let them in
Dude
If you're cold they're cold
You gonna lock the eldritch veins outside like that? smh
well i don't want them burrowing into my wrists, spreading through my body, and controlling me like a puppet
so yeah
What so you want autonomy and agency now? How selfish
Let them have you, it's the selfless and morally justifiable thing to do
let them in
LET THEM IN
LET THEM IN
Good
decided to get back into leaning godot, so im starting with something simple
ignore the bullet physics 
Hehea speeeen
i could make spinning bullets a gimmick if i was good at programming
sadly i am not
though i did accidently create a gimmick while making this
teleporting to your bullet 
do the enemies die when they walk into a bullet that is no longer moving?

big john is too powerful
skip that, work on adding the big john voice lines instead
number 1 priority
YAGHAHAHAA
Hatsu in the skyy with shaders
hhhh
I want to render the players arms with a different camera but Godot says no
It would make my life A LOT easier if I could just use a different viewport and have it work out
but godot seemingly locks up every time I try

nice
wriggle
writhe
https://www.youtube.com/watch?v=9i6uxm_ioG0 heres a 2 minute video tutorial for you, just replace the weapon with arms.
How to stop fps viewmodel weapons from clipping when standing close to walls or other objects in Godot. This video also covers using a different FOV for the viewmodel as well.
Buy Me A Coffee: https://ko-fi.com/garbaj
--- Social ---
Discord: https://discord.gg/mpHFmhW
Twitter: https://twitter.com/Garbaj2
--- My Setup ---
GPU - EVGA GTX1060...
I figured out an easier way
no depth test on the mat of the arms and guns
i made it so he no longer shits bullets when going backwards 
top tier bug fixing right here
I think I screwed up the collision because if you move the mouse up you can shoot yourself rather easily
oh no
I'm livid
so godot decided to fucking crash at the worst fucking time
and now the project file won't open
I do have backups, but they're a few weeks old. Before I coded the Static Discharge and finished up one of the basic enemy AIs
what language is it in
goddamn
that sucks
It does
it really really does
FUCKING
the backup was made BEFORE I coded the hand IK system for holding weapons
(before I just used an animation for the guns instead of having it dynamically change with IK)
was this made in c#
no, GDscript
why do you need a backup tho? just open the project files in the file explorer?
if godot itself doesnt open
all the scripts are still there for you
wriggling writhing
ive made a grave mistake
What is that
nbtds leak
yeah yeah lets call it that
hey guys im not trying to be annoying but is this the lumber tycoon 2 script server and if ti is where can i get it?
Is that a new roblox cheat?
you need to be at least 13 years old to use discord
lol
skin modifier my beloved
should i make my terraria mod's meteor items named random shit that look like words from latin
or just call them the generic "meteor bow" "meteor sword" etc
I like the anims
thx
and I like how crusty your models look
Is that a double barrel lever action?
the vibe is there 🫂
Still cool
Ahh
heres most of them
i did all except for the revolver
friend did that one and i edited it lol
vibe check passed
I LOVE THAT GUN
careful with the jiggly though 😁
TP-82 right?
glad to see you got the walk right
assuming this is part of the vfx swarm I saw earlier
yea
one of the enemies is made out of spiders
not quite there yet but close
was inspired by daddy longlegs clumping together, looks like giant lumps of hair sitting on walls
ill have my programmer add some
manimal making a game that pyrocynical would review and people would base their personalities around for a month fr
Well it is inspired by cry of fear which he reviewed
But I'm not making it for him. I just like cry of fear
Lol
is it going to be all in le mind
No
Actually I guess answering that is technically a spoiler
Lol
How could I forget to post the man himself
my dude is creating the horror game I wanted to do, but my dumbass brain can't deal with programming lmao
reminds me of the model I made for that PT PSP remake thing that never got used
buppet combo
Lol
😳
Me neither lol
one day I'll go back to UE4 and keep going with the project
the idea of an enemy which makes you kill yourself is pretty interesting
I kinda want that
receiver 2
I wanted to do that but it didn't really fit the theme of the game unfortunately, also felt like it was too on the nose copying CoF
suicide depiction in general is something you want to do respectfully
suicide as a mechanic even more so
/kill
superhot moment
Press Square to end the pain
Yooo controller
Oh hey I've seen this project before.
Looks neat.
when feedbacker middle finger mod :)
Will be Hype to see your work there 👌
Thanks man, here's hoping its worth the wait 😄
No no no you see this is simply a feature of the gun I think the gun looks amazing AMAZING!!! It is really good trust me its great i love this gun you should use it when you make your own game
Anyone have a good solution for serializing/loading the fields of a custom script other than manually adding the component and setting the values individually?
Anyone else kinda burn out on dev
I'm taking a break from my project just because I can't get any more work done
that's the secret
the fuse is already burnt
🫂
I try and break it down into the smallest step possible
1 inch on your 10km march is better than sitting still
who knows, you could get the ball rolling downhill with that little ground
My game dev motivation is borderline reaching into the negatives
What kind of game are u making
I want make my game, but god damn it takes ages to code weapons even if I were to make a base projectile.
FPS where you go fast, use fast to shatter time itself and use that shattered time as a projectile or weapon
My main issue is just make the weapons not conflict with the player controller
The thing that demotivates me the most about my dev is that I don't have the time I want to do jt
Thx
Treelime
Recently made an almost exact rifle 👋
Did we use the same ref pic i wonder
Although i guess hunting bolt actions dont leave much room to wiggle
This fucking sick doe
Gum
nice
my problem right now is I'm like 80% of the way there. Got weapons working, an inventory system, a system for equipping/dequipping items that have passive effects, enemies have an attack animation system, movement is solved, etc etc etc
I want to learn from blendar
but now what's left is like 90% art, 10% just final touches things, adding locked doors, adding keys, adding usable items, etc etc
I can taste it I'm that close but I just cannot bring myself to go that extra step lmao
Well how many maps do you have, plus playtime, UX, and gameplay loop are all things that would be a good direction to dive into rn at your current stage of development
If you’re that far in
Doing 5 mins of work once a day is better than 0
It'll eventually get u there
That's how i do translation work
Its boring as fuck but taking a miniscule amount of time to sit down and work got me a ton of progress i wouldn't do otherwise
As long as it's a habit
Like what else would i be doing in those 5-15 mins? Watching youtuve vids?
How I usually do it is close the project file for like 3 days, watch some other game devs do their magic, maybe learn a thing or two about how others are doing game dev, and then flipping how others develop and think about game dev on it’s head and fuck around in my project
well to make a map I need enemies
If I want to focus on something I usually turn on the music. For some reason it makes me less distracted, or at least it seems


