#general-modding
1 messages · Page 11 of 1
I fucking love gun models that are just gun images slapped on a ld model
kinda feels like a weird mash of armaguerra stuff
its JUST a bullpupped thompson
i know but it does look like an armaguerra gun
armaguerra is an italian manufacturer
i wouldn't tho
just saying that it kinda resembled it
the OG-43 is like early MP5
Saving this one for myself
This one too.
this one i'd do if it wasn't made in 43
sadly my timeline is gonna end at 42 for now
what's really cool is the detachable stock
also it's a beretta 👀
get a cursed german weapon and we call it a deal
could pass a mission off like disrupt german XY prototype factory
and you could pick the gun up and take it across the chapter
be like Call of Duty Devils Brigade and just have an AK47 cause the war lasted till 1948 or some shit
show what you got
This weird HK looking fuckin stg
like if you cut down the barrel it looks sorta like a weird fuckin UMP silhouette
weird to think the STG was the precursor the AK platform
you could put in a Type 2
diabetes type 2
like have it be a section where some japanese military people were sent to cooperate and work together and they brought some Nambu Type 2's with them
i'm not planning japan weapons too much
mainly because i haven't really thought about it too much yet
the smle auto?
yeah
i also planned an FG42
honestly
FG42 could be the experimental weapon you have to disrupt the manufacturing of
mainly because i fucking love that gun
it kicked ass in RTCW and CODWAW
i was also contemplating REALLY hard on the C96 mauser
but it wouldn't fit the art style too much
not without designing it with a specific touch
i might return to that
for now i got the Beretta 1934 for the suppressor
wanted to do something really clever for the welrod considering the design was 2 years earlier than the weapon's manufacturing itself
especially since there were sleeve guns that were basically welrods
without the grip
You can always go fully fictional with the weapons or do the Wolf TNO/TOB thing of scuffed versions of the real guns.
i don't want to go fully fictional though, part of the charm is being grounded
some fiction is okay, but i don't want to backport guns from 45 into 39
Smith and Wesson Light rifle™️
wolfenstein tno thompson my beloved
i hate hand painting details
I'm almost done with developing one of my game demos!
Here's a render for the "end of demo" screen
Yes I know
the alpha is fucked with the bloom, Blender really doesn't like rendering out the Bloom pass with Volumetric lighting
That's sex
dr sex
thanks
hope it'll look good in game too
the man who sold the world rocking in the background
good shit
not bad
definitely needs some adjustments tho
i know it's like that on the real thing too
but it's so silly looking
was thinking of having bits of muscle hanging off of the bones
but
I'm a little lazy
am i glad i spent some extra time adjusting it
feels a lot more better now
brutal how much playing with the UV and the model scale can help make a model look better
How modeling is
i did not touch the texture at all
i just adjusted the model's uv's
i couldn't get away with this if i used higher resolution stuff man
Whats the texture look like
this is smaller than what i use
just safety precaution
but yeah
had to redraw the suppressor and get the topside off of a 3D model since i couldn't find a single picture of the 1934 from above
and a hell of a lot of hand painting
more like correcting
texture dithering
re painting
redoing the dithering
it's hell
the result
the sound is still work in progress
i'm trying to create a similar vibe to the original PPK's sound
i'm actually really grateful for the program i use for the dithering and stuff
hides a lot of my errors
i could save a lot of texture space if i only took the slider of the gun and some part of the grip
since it won't be visible inside the hand anyways
but i'm not ballsy enough
Hey for the game I talked about should it be made like doom maps or should I have some kind of mix
Should I make some doom maps first or go full force into my rog game
I'm not your mom, make your own decisions.
making shit for rome total war
at least icons work
using gimp after krita is like eating soup with a fork
all these programs have the same basic functions but the controls feel very different
So like only using doom builder 1 and then trying ultimate doom builder
Go 3D, get Trenchbroom!
To be fair I am a complete moron when it comes to layers
I barely used them in krita and I have no idea why use masks, alpha channels and all that
Though it's sort of easier in gimp
Why must a 31 second mp4 be 90 MB...
Also yes I added a new weapon, also yes (x2) this random project is back!
Qauke felt kinda wrong for me to play tho
Can it make doom map tho
I mean doom has no height so it's not very useful
No people have found a way
I'll send you it
Ive been working on a little something in my spare time over the last few weeks. Many years ago, when I was doing 3D floor layouts in Prime Directive, it was really annoying me that the tools were so obtuse. It required essentially a hackers knowledge of exactly how the feature works to place the...
Yeah you can, doesn't mean you should.
Can I put this in a game I'm making
If yes I'll take these photos as reference and edit it to fit my game slightly better
no
thank
What game is it for
this
Can someone teach me how to mod New Vegas?
Google can
Why isn't it a good idea to make 3d doom maps
Because you have to use hacky tricks to get it working. It's not a 3D engine. If you're looking for 3D, try Trenchbroom
Uhh idk but I do know how to mod doom
I can teach you that
Oh can you teach me some of that in dms
I'm trying to make weapons like there are in ashes 2063
I only know doomscript or whatever they call it
Olease
I beg of you
Also what's the difference between zsxript and zdl
Please teach ne your ways
i have no fucking clue dude
Ok
sorry
in what way
idk, but i know two cool guys that could help you
Yo
Can you tell them to dm me
It's fine if you don't wanna
Bro I thought you weren't gonna try to talk to them about this jesus
But thanks
There might be a chance I know them actually
What are their discord usernames
joblez and iamcarrotmaster
Yeah I don't know them
carrot is teaching me to do sprites for pb
What is pb
project brutality
Also what'd they say assuming you asked em
Cool
i did not ask yet
Ok
They seem nice
You don't need to ask em tho
(Thia is my way of saying I desperately need to be taught)
(please ask them)
(Seroously please)
alr
Thanks
Also sorry im kinda riding out ny high of pass advancing all the sols ive taken this year
Haven't finished with em tho
@pure jackal can you unban me bbg
Anyone know of a way to check the compression format of a dds file? Bing hasn't been much help, don't want to download a skyrim mod launcher just to check......
seek to 0x54 in a hex editor and there'll be a 4cc for the format
i.e., you'll see DXT1, DXT5, etc
Ah, it's dtx5, thanks for the help
can anyone help me, my mods are not working ( I am using BepInEx )
the game does not detect them in the folder
did they say anything
they said they can't help
https://vxtwitter.com/i/status/1662557827611738114 more D00SK in the N00BL00B0KOOT
We're cooking up a few things that aren't ready yet. Until then, have a taste of the ADVENTURE MODE HUB for Dusk, as well as the tracks within!
#screenshotsaturday #NewBloodKart #madewithunity
@NewBlood @DUSKdev
...what kinda maniac are you lmfao
Do you regularly put stuff under the wire like this?
dude this is zombie
He added Thief style baked light maps to unity
Goddamn
I know zombie's got chops but fucking hell
Adventure mode 
Doom has come for us all.
If you want the real answer: ||I just looked up the DDS file format specs and checked what file offset the format value is at lmao||
DDS is a file format of all time.
It's pretty good actually
Pretty simple to load and it provides you will all the info you need to do so fast
Yea I mean there is a reason why a signifcant chunk of game engines use it.
All the factions with elephants have the ugliest colors to manipulative with curves
can someone teach me how to mod fallout new vegas?
Impressive
No joke that's some smooth animation amd pathfinding
It moves like a real bug
Made that shit
I'm sorry you have to deal with this I can tell you really like it but it seems to be such a pain
But then again I don't l8ke doing art that much
Your stuff looks good tho
I got water interacting with my fake lights.
Ayo
Player has procedurally animated legs now!
(I hate the code for the IK system...)
So fucking jank
I genuinely despise Godot's IK system
i think it looks nice
It does the job ig
It feels like the feet are just getting dragged on a surface
I somewhat fixed that
do ya think i should stick with regular planes and rely on normal maps?
or inset for some extra details?
The inset looks really good
inset yeah
They do feel a little too deeply inset to me, but I guess some windows on London house facades are that deeply inset.
had to redo the entire UV layout for the city
i hate texture atlases
but storing the entire city's texture in one file is cool
Textureatlases are fine but it kinda depends on how they're used.
If the textures are smol, then yes atlases are good, but if you’re manually adjusting the whole texture size then they’re a pain to use
yeah i noticed
mainly because the game engine fails to tile them correctly
also timesplitters vibes man
elo
I am once again asking for your support on my coding
with python of course
where did I go wrong? I don't understand the error log
1,5 is placeholder for quick testing
Yooooooooo that looks great! I love the crunchiness of it
https://www.youtube.com/watch?v=GVAUzwA7P80
Stupid discord for not allowing > 50 MB video files
post your error log (either as an image or a textfile)
Is that link even valid?
Probably need a direct link to .mp4 or something
But yeah, how are we supposed to help you with the error when we don't know what the error is
Street Sweepin' made easy with the Auto Cannon...
#Gaming #Indiedev #IndieGame #BoomerShooter #Retrowave
Sorry, sorry
I haven't said much recently, but I am still hard at work
Also if anyone has any ideas to add to this list of kill medals I'd like to hear them
time to talk about gunblade weapon mechanics
im gonna upload this here to as a frame of reference
so gun shoots, blade swipes and gunblade does both in its own way
where it launches a sword projectile
when i created this i was partly thinking about terraria swords
like how the true excalibur shoots a straight forward sword projectile
the true nights edge shoots a spinning blade
and how the new terra blade shoots a wave
wait it does that?
damn
what happened to the new attack?
same but it doesnt look like a projectile as much
i haven’t played terraria in a long, started again just today
honestly looks over the top
yea
this is the thunder force blade weapon for reference
i really like the spinning blade effect
it looks nice indeed
so basically different shot types for the weapon do different things
how many types?
a sweep is a wide attack that covers a lot
and then a projectile is the basic attack
like just a simple one like the true excalibur https://static.wikia.nocookie.net/terraria_gamepedia/images/a/a0/True_Excalibur_(demo).gif
where its just a straight beam
but maybe faster
the spinning blade one could be a middle thing between a sweep and a beam
but then i also want a fourth option
something like arkhalis?
where the gunblade's shotgun firemode also does crissaegrim
yeah
arkhalis/terragrim is based off the crissaegrim/valmanway
so basically really quick waves
uhm whell achually it's terragrim now 🤓
both still exist
ik it's just a dev item now
arkhalis is now just an unlockable dev weapon
actually the beam, spin and wave blades could be the three basic types
and there could just be variants based off speed
and they all are used for different gameplay situations?
Sweep - Multi/Aerial target damage?
Projectile - Sniping/Long-range single target damage
Spinning Blade - Area control around you?
@humble herald @azure flume it's here, ping so you can find it later
yeah beam is the sniper one
spin is the area control
and sweep is closer range
there could be homing, heavy and light variants of each
but thats going a bit far
now to think about how to assign them to weapon shot types
like a contra spread gun
or the classic machine gun
ok i think for that i consider the alien soldier weapons maybe
alien soldier has 6 weapons
buster force is the machine gun
flame force is a flamethrower
sword force is kinda mix of buster force and lancer force
so a fast firing beam
ranger force is a shotgun
hey question is there an easy way to get style on angry gabriel?
homing force looks like a flamethrower but its homing
Did you properly install all of your dependencies? Make sure you do your pip installs
or punch his swords
the spinning ones
and lancer force is a powerful sniper beam that is a boss killer
i should have them all, the online tutorial said that was all I needed
It reads like you're missing a couple of files needed for your VLC dependency
Just check through it again
for gunstar heroes the player has like 4 base shot types and then the combinations
force is the machine gun
lightning is like a beam machine gun
hmm cause like I installed python-vlc through pip install
so thats like buster and sword force
but lightning is a laser that pierces everything
chaser is the homing projectiles
and fire is flamethrower again
combining force and lighting gives you the metal slug machine gun
force and chaser is a somewhat effective homing shot you still have to aim
and force and fire shoots bombs
double force is just a stronger machine gun with some spread
double lightning is also just s stronger lightning but with piercing
lightning and chaser because the gunstar heroes meta where it homes into everything
like if a lock on reticle could attack
lightning and fire gives you a lightsaber that shreds and also destroys bullets
double chaser gives you a little shield when its not homing into anything
and chaser fire is a player controlled fireball that destroys bullets and plays like snake
then double fire is just a longer range flamethrower
so now that i remember that
how do i apply this stuff into a gunblade game
gunstar heroes doesnt have a shotgun weapon but i really want a contra spread gun in the game
so
gun shot types
beam, rapid fire, spread shot, explosive?
and then homing can be applied to either one of these
homing or piercing
right because I don't have vlc smh
ok so projectile shape
like if its a beam, a triangle, or a circle and then the size
a triangle would mean piercing or homing
wait i just realized the spin blade type could be for multi hit instead of area control
but only to less opponents as it slows down when it hits stuff
I got it to work in the VScode terminal, but when I turn it into .exe it launches and stays completely empty
nvm I just messed up and reverted it to a few versions back
it should work as intended now
and also pyinstaller can turn python into executables
which makes it easier to share with friends since they don't need to even have python
yeah it works fine now
Anyone here know what music artist to try and reach out for a collab for my games OST? (And no, can't do Carpenter Brut, too much money to even get a 10 second cameo, plus licensing issues would 100% crop up)
go to your local bar and talk to that one dude in the corner playing live music to the 3 customers.
I could make some music for a bread crumb but my PC broke
there's pixabay and opengameart, you won't get specific artists but they have free music to grab
How unlikely would it be for me to pearn 40k lore and make a 40k boomer shooter that they publish
you work in blender, right?
Select your object, hit S and you'll be able to scale it to whatever size you want
you can also go like S 1.5 to get accurate scaling
Does anyone know any good ways to get more accurate collision detection with high speed projectiles in unity?
raycast
Didn't Warhammer: Boltgun just release like a few days ago?
raycast velocity*deltaTime and you can check if you hit something and act accordingly
Ok, so like store the position of the projectile on the last tick, shoot a raycast to it from the current position and check if anything is in the way, or do you mean something else?
You dont need to store the position, youd just be checking the physics step path for obstacles, where high velocity rigidbodies can be innacurate, raycast will always tell you if something is there
so it would be raycasting from position to where it will be next physics step
Oh, I see, good idea
you can also use that approach to completely remove the rigidbody if you want to add your own movement to it
Ok, neat, I've been thinking about straying away from rigid bodies for some of the more linear projectiles that don't use most of the bells and whistles that come with rigidbodies
Would probably be better for performance to have less rigid bodies flying around
Wrong fucking server
Yeah but I spent an hour yesterday reading warhammer lore
And I'm not stopping
Also space hulks are based
Yeah it was kind of a joke I'm making a game that's sort of like metro but with forgive me father graphics
With a bit of cultic vowels mixed in
Voxels
Color tone wise
Sounds interesting, excited to see it
It's a long way from done I'm still figuring out how to make mouselook locked for vertical and make movement in general
The art
Waiting on "the artist" showing your hands loading a black powder cartridge in
Oh nvm saw context
Still thats p good
Yeah
There's a Russian police shotgun that looks like basically a bigger iron
One of the most powerful weapons in the game is gonna be a flare gun with a recoil spring and hotter burning thermite
Oh wow, that sketch is incredible , keep up the good work
YOOO
What
He's also doing a bolt action shotgun
But his mobo fried a couple days ago
Wdym
I didn't see the context above and thought it was a "the art | the artist" post
Dw about it
Ok
I'm still having drug trip vibes in the game
Like as you said
All yous cowards you don't even smoke crack but it's a game
bro where are all the Faith mods
There is no need to change perfection.
Who wants to play some "Legend of Boxman"?
dude this is epic
i love faithful recreations of old games on new engines
question
does anyone have a good collection of early 2000's gun sounds? it can be gunfire sounds or just reloading/mechanical sounds
i've been trying to nail that good old 2000's vibes sound-wise but all the sounds i can find are like 2010 blockbuster AAA crunchy sounds
i want like these type of stuff
but this itself came from terraria bruh
i did my best trying to make it sound different and bit crunched while still retaining some crisp to it but all the sounds i can find online that sound like 2000's sounds are either very low quality or very bad takes
I think the closest things I've found for those older gun sounds would be in some gun sound packs I downloaded off of youtube. I've seen some on FreeSound.org though
That suggestion for using raycasts for collisions instead of colliders and rigid bodies for accurate collision detection seems to have done the trick, I set up a test scene using this logic and now collisions work properly with VERY fast projectiles. Thanks Hydra!

If you add ricochets to the hit detection you can get some pretty entertaining results too lol
cc @hazy sky I'm interested in these as well tbh. I know there's a wiki with HL1 samples that mention some hollywood classics packs in them too
bruh I just used raycast projectiles
like the bullet is a raycast
and I check the previous and next position
if the raycast has intersected with something, move the bullet back to where it was colliding and do functions
that sounds interesting, gonna check that
funny
lmao
I did something similar when I tried remaking my game Arachnidroids because bullets kept going through walls
I've updated my test scene to include an object pooling proof of concept. It's a neat technique and I can't wait to start implementing it into the actual game.
bro you gonna shoot enemy
nah i'm still not sure about it
this level in particular is gonna be a more lax level, sneaky and stuff
there will be levels where i plan more than 4-5 enemies at once
like i think the original Medal of Honor only supported 3-4 enemies on the screen at once
so bumping it by an additional enemy or two is gonna have a significant increase in difficulty considering the enemies are actually really accurate with their sticks
okay so i just tweaked the sounds a little bit
now the shotgun fire feels more like a thunderous boom instead of just pssh click clack
makes it truly feel like a war crime to use it
wait I thought even the new ones were MOH sounds
kino in the making @hazy sky keep at it
nope, they're fabricated using other sounds
albeit really trying to emulate that MOH feel with the sounds
I asked my sound designer buddy how to emulate RTCW sounds after sending them a sample
I should dig his sound design bible and share it here with his blessing
but goes w/o saying remember that the meat is in the sample
i wouldn't mind, but i'm really not technical when it comes to sound design
i just try combinations and stick with what feels good
the shotgun firing sound itself consists of five other sounds, along with two different pump sounds
Wait werent u gonna turn the pistol into a welrod
not out of the question still
for this particular level, the beretta is chosen
maybe at a later stage in game to make the game a little harder, i'll throw in the welrod (mostly because of time and date consistency)
gonna focus on this chapter's weapons, namely the pistol (which is done 100%), the shotgun (only the sound is done for now), the molotov and either the Sten SMG or the MP40, not sure which yet
i ahte that it's almost already 5 am
but here you go
i love how it came out, even though it looks nothing like it should
for some reason the background doesn't blur when paused, only the hud elements do
but speaking of hud, bundled the text and ammo counters, and told the compass to stay fucking put because i had to rescale it like 8 times since the scale returns to original when reparenting
so i don't dare touch it
something like that
"Never Bring a blade to a gunfight..."
#Retrowave #Gaming #Indiedev #RetroFPS
dude, do you know what this reminds me of?
ever played Codename: Tenka?
ahh just did a quick google, i can see some small resemblance, might have to listen to the ost
This is the soundtrack from Lifeforce Tenka, also known as Codename: Tenka in the US.
timestamped
that's so dope though
i have never considered this ost in my brain to exist before, i have played this... around 18 years ago when i had the demo for it
funny how far you can recall memories from
nice, ive since brought on an additional composer to help with the tracks
so far though all tracks so far ive done myself
aye, ost will go even harder at some points, since the he's also done the scores for other indie RetroFPS games
I cant do heavy synthwave for the life of me lol
The idea is to have a what i currently have with a nice mix of both heavy hitting and softer ambient tracks, always nice to have that variety whilst sticking to that synthwave/80s action films inspired soundtrack
yeah, take an example of System Shock 2 and Tenka then
maybe Lifeline, the PS2 game
and a little deus ex
Alright, I've got the accurate projectile collision implemented, and it works well, but something I've been curious about implementing as well, while I'm here working on the projectile logic, is object pooling
Some places I've read about it act like it's the best thing since sliced bread, and others say it's usually not worth the hassle. Anyone here ever messed with it before and have 2 cents they can give on it?
i think it depends on the scale of the project and use case
i'm sure it could be life saver in generally intensive processes
but for simple stuff, i don't think the trade off of working hard on a few percents of improvement is worth it
it's coming together
i feel like it'd be a better fit aesthetically if i made the volume have it's own tab
or have a separate screen where you select the options
only took two extra hours to polish stuff up and make sure everything connects to everything
max fov is not 90
would 100% set it at 90 if my animations didn't look like Mortyr
or the TF2 spy
would be cool if i could work out a way to pass lights to a viewport and host the guns in that viewport but yeah
this isn't even the most extreme scenario though also what the hell happened to the panzerfaust, i can't fire it bruh
90 actually doesn't look that bad, but still not recommended due to clipping
whats the clipping plane set to
Toying around with some post processing stuff.
toying around with hatsu stuff
Damn.
Ladies and gentlemen, more annoying as hell marines for Angry Anna joke saga, this one will be familiar to you and it's lovely. #angryanna #jokewad #jokemod #gzdoom #doommodding #indiegamedev #shitpost
I highly recommend seperating world camera FOV from viewmodel FOV.
Not sure how Godot handles something like that though.
the problem is, viewports gave no depth buffer, they receive no lights from the main scene
funnily enough the light didn't propagate from the main scene into the viewport but it did the other way around
Maybe try a vertex shader based solution instead?
like firing weapons created lights that were visible inside the level, but it didn't light up the weapon still
yeah I kinda uh
don't know shaders
keep in mind I only have like a month of experience with this whole shebang
I had no experience writing script before so I'm actually really content with how far I got so far
but shaders seem more complicated
but what you mean is apply a shader on the view models right?
Yeah, you can fake having seperate camera FOV by using a vertex shader.
https://godotforums.org/d/30710-weapon-view-model-projection-matrix found this which may work? Not sure how well though.
The official Godot community forums
imma look around in a bit
Could also try implementing something in Godot's visual shader editor as well but I don't know if that supports vertex shaders
think it does
the only problem is Godot 4 is still in it's infancy
all the stuff I find are for 3.x
and a LOT of stuff are changed between the two versions
I don't think the way Godot handles shaders would've changed that much?
Because it's just GLSL right?
the syntax did change however
a lot of functions were renamed or removed
first found out about this when someone shared a shader script with me and realized phong shading was no longer supported
and, then just about everything lit up in red and I was like, yeah. too early for this shit and just deleted it
I really need to fix up my code though because I feel like only duct tape and some faith is the only thing holding it together
especially the way bullets work because they essentially stop working if I'm on specific parts on the map
sounds like layers issue to me
got to set them up for every light you have
so it shows up on your weapon camera too
I'll be real honest with you man, I don't think I want to approach viewports anymore considering my entire thing isn't structured around it
but not really, the lights didn't work inside the viewport no matter the layers for me, could be I set something up wrong or anything but I distinctly remember trying for weeks before starting over
Works on my machine ™️
show-
but i kinda feel like trying to reintegrate viewports again would just ruin everything
like i'm not sure my system could handle it
i think i have some footage of it being used
yeah here it is
notice how it gets no lights whatsoever and i asked around so many places like the godot reddit and groups, and nobody really could suggest a way to make lights propagate into viewports
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
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top comment solves the only issue the youtuber had
maybe i'll take the strength to potentially ruin my system for it
i wonder though, i spawn bullets from positions within the gun, do you think the guns being inside a viewport would cause issues?
No
https://fxtwitter.com/GameDevKS/status/1665722183438483456 environmental stuff cos why not
When in doubt, use the environment to your advantage! ⚡️
#Gaming #Indiedev #Retrowave
i like the sprite approaches
do the ranged enemies run at you like it's serious sam?
or are you planning to have them stand their ground further away?
some run at you without stopping, some stand and shoot then gradually move towards you, i plan on tweaking the ai a little for another enemy variant
Basically what's shown off:
Green Circle = Where the player is
Red pointed Half-Circle = The Direction the player's Attacking
Blue Half-Circle = The Direction the player's moving
White Pointed Target = Where you're aiming when Attacking
just made a 13 minute long devlog of my project if anyone is curious, it kinda envelops what changes the game went through and i talk about i achieved things in a nutshell (only text, couldn't dare interrupt the music)
So here's a neat network optimization I came up with
So my game runs at 60 ticks per second and every tick the players movement is sent to all clients
However, this has a very high chance for sending redundant information over the network if the player didn't move that tick or didn't start/stop sledding that tick
So I created a system where it only sends the arguments that have changed since the last tick and includes a byte value called move info that has one bit corresponding to each argument.
If the bit is a 0, that argument was not sent due to being redundant and the client will not attempt to read it from the message, but if it's a 1 it was sent over and the client tries to read the argument
Now, there should be a lot less redundant information sent across the network
omg is this moh underground remake??
sorta
looks good man, kudos
uploaded an 8 minute development reel to youtube if you're curious
link?
Hey everyone. This video may or may not be private, depending on the time you're watching it. First things first, I passionately love the first two Medal of Honor games for the PS1. So much so I've literally picked up game development just to develop a game largely based on the gameplay of the two mentioned games.
The game right now uses a load...
it's an unlisted video, don't share it around too much if it's not much to ask
i'm kinda afraid of EA
Wait why
i'm using music and art assets from medal of honor
well, less of the art assets and more of the music
john wick reference
How
https://fxtwitter.com/GameDevKS/status/1666439583616102401 probablly might make tweaks to armour idk
Whilst some enemies opt to use armour, it doesn't mean they can't be gunned down all the same...
[Sound=ON]
#Retrowave #Gaming #IndieGame #FPS
i really dig the neon stuff
thanks, its a tricky balance to get just the right amount without being too much
as i had to update the demo as the neon intensity was just a little too much
usually comes down to the intensity of bloom
but its also about wanting to stay true to the style i wanted
yeah 100 percent that
if bloom gets farted into your eyes at 100% then yea
but if it's tweaked to a comfortable value, you can get away with a lot
try adding speculars to the pitch black material though, just so it doesn't feel all matte without definition
oh wait there is
i'm dumb
lmao
it may the post processing effect
that makes it look darker and more flat than it actually is tbf
looks alright tbh
the window effects were really cool
you could do something similar to the windows in your scene 👀
not sure how roblox pulled off the forcefield effect though
yoo, new icons
also fuck the shotgun shell
i wanted it to be red until i saw how it came out
ain't no way i'm putting lipstick in my shotguns
maroon
when i was a kid, i always thought those shotgun shells were actually batteries
like duracell AAA batteries
Feels like it's more due to the shading than the color red
FUCK
i was thinking maybe the luftwaffe m30 drilling could make an apprearance
then i see it's produced in 1941
i don't care man, tomorrow i'll start the animations on the AI, do a quick base mesh and hope i can pull off a competent AI routine
my overarching ambition is gonna be the loss of me
gonna have like over 50 animations including pain animations, walking, running, being caught off guard, walking around idly and stuff
Walther Toggle action time.
I already had the Winchester in mind
but was thinking about having a later chapter where you have the welrod, the luftwaffe drilling, some SMG and yea
the yea is optional
I mean I'll keep the weapons I mind though, might develop the guns for multiplayer if I ever make it that far
idk i did something
Halfway to release!
I'd like to point out that the post contains AA batteries, not AAA 
Always thought some kind of energy weapon that takes batteries instead of shells would be neat
Tons of games have lightning/electricity weapons that take batteries
Yeah but like literally a break action shotgun that you put triple a batteries into
Not just a plasma gun
So, do you fire the batteries at the enemy or something else?
I'm guessing most logically it'd just discharge all the battery's power in one shot
I have no idea if there's enough energy in a battery to do something like that, if you could turn electricity into a projectile that is
But it'd be cool
Everything is possible in a video game
And I guess the hammer would close the circuit instead of striking the primer
raygun exists
also in metal gear solid 3, they literally let Ocelot load a transmitter (not a bullet, a literal transmitter) into the revolver chamber and it fired like a regular bullet
дароу
@keen dune, please keep all discussions in English.
работяги
@keen dune, please keep all discussions in English.
i've been super burnt out with school and aequor so i made this little platformer that i can control with a controller
ah fuck i think the footage isn't synced
BUN HOP GAME
for anyone who cares, I got my build of godot 4 down to 7mb
including the quite minimal project I was running
lol meanwhile with me on unreal..........
HOTCHKISS BAYBEE
i think my project is around 600 mb max in size right now, could make it smaller but won't focus on it right now. when the time comes, i'll cut every excess stuff to save a few hundred mb's
Disabled all node types you weren't using?
actually no
i send a signal from the player to the MG that sets the MG's isUsed bool
if isUsed, listen to mouse inputs
the player has a mgMounted bool
mgMounted -> isUsed
is mgMounted true, player mouse doesn't listen and the MG does
also find the player and put it behind the machine gun
i'm sure there's a lot to do here still
for example if i have multiple of the machine guns, only the first one will ever work
the second one i can mount, but the first one will move anyways
also reworked the firing mechanism (on the hotchkiss so far)
before, i used the camera's viewport to shoot a bullet pointing towards the middle of the screen
now it uses a raycast that is pointing out from the barrel, gets the end of the raycast and then points the bullets towards it
one thing that was bad is whenever i aimed at the sky, it returned a null collision
so i put a cube collider on the very end of the raycast, made it so only the raycast can collide with it
so now it'll always return something and fires
everything i do feels like such a hacky way to accomplish something man
disable all modules pretty much + some funky compile options + upx
scons p=linuxbsd target=template_release use_lto=yes production=yes vulkan=False optimize=size openxr=no Vulkan=False arch=x86_32 CFLAGS="-Wl,-z,noseparate-code -Oz -fno-strict-aliasing -fno-stack-protector -fno-exceptions -fmerge-all-constants -ffunction-sections -fdata-sections -fno-math-errno" CXXFLAGS="-Wl,-z,noseparate-code -Oz -ffunction-sections -fdata-sections -fno-exceptions -fno-stack-protector -fmerge-all-constants -fno-strict-aliasing -fno-math-errno" LDFLAGS="-Wl,--gc-sections"
along with what was in my custom.py file for scons, this got the template to 25mb
it's kinda obvious though, that getting rid of everything decreases the size...
Interesting, thanks
tbh not that worried about saving that 30mb when baked lighting will take up 300mb
I'm using it as a glorified UI framework with actual logic in gdnative, so the less space the better
oh shit i thought you asked me because i was asking how to do control migration
and someone said something similar
how hard is it to program a free aim mode?
I remember trying to do once and I never found a good way to do it lmao
please share the code
You mean like in the video above? That's just point and click with fancy animation lol, why would it be hard?
my sweet, dear, darling, angelic, innocent, unspoiled, naive child
that shit
is a nightmare
solace is an endlricht force
took me a while to figure out
um, because you have to get the mouse position in 3D space using a vector 2 value that doesn't represent a real value in 3D space? yea it is kinda hard
nearing two months
you use Godot? 👀
I basically used direct space state and a ray pointing out from the camera, I'm not on my PC right now but I was up until 6 fucking am trying to make it work
Would it be easier to get the distance between your mouse and the center of the screen and calculate the angle from that?
basically the first variable is the ray origin, this can be either the camera global position itself or the ray origin coming from the camera, then you get the ray end by taking the ray origin, adding in the projected ray's end and multiplying it by a depth value of either your clipping plane or a random number you feel correct
you then make an intersection variable
make it a query because in GD4 you need a new query instance
to/from ray origin/ray end
and return the value that's inside the intersection
but yea I'll send the code once I recover from this little sleep
it's not as easy in 3D space
the 3D viewport doesn't know where your mouse is on the screen
Ah
I mean it has an idea
but no depth
I actually use the mouse position here
but man was it a pain to get it working, I was so happy once it actually worked
the look_at is still funky because the view models aren't designed for the camera and all rotations and origins are all over so
but everything will line up properly once I create a cool rig
so this basically marks the weapons as fully functioning except the reserve ammo
because I wanna store at least 6 types of ammo (pistol, SMG, shotgun, grenades, rockets, special) but I have no idea how to make a dictionary that returns a value inside an enum
also I'm a different breed 💀
I need a way to represent themes in godot as json
what you could do is have a base theme then change everything on the fly
meanwhile I don't even understand how themes work
https://fxtwitter.com/GameDevKS/status/1667499745986609152 b-hopping is fun
As with any Retro FPS, fast and fluid movement is a must, so here's some smooth Bunny hopping footage...
#Gaming #ScreenshotSaturday #Retrowave
you know what your game would benefit from heavily?
make the jump boosters from the original Half-Life as a core mechanic
where crouch jumping gives you speed boost forwards
now to think of it, Ultrakill also built upon that using the slide boost
and Warframe with the bullet jump
but satisfying movement in games is kino
i should probably design the main menu as well
i wanna do a similar design to the medal of honor games where the main menu is an interactive 3D scene
inside a base of operations
i just kinda have no ideas on the layour
layour 🛠️
something like so
or the good old thing
jesus this brings back memories lmao
killing my brother with a bazooka
and then playing multiplayer with myself
i loved the bazooka only weapon sets in MOH: underground
played it with my cousin and we purposely emptied the bazookas and had a melee fight with them
Good 'ol main menu's a lost art sadly.
It kind of sucked, couldn't find anything without first hovering over everything
But I guess nostalgia forgets that part
sounds like skill issue tbh bro
Wow dude, you are so good at the main menu of this video game, ever considered doing esports?
yea 
don't you get a sense of wonder and exploration tho???
Mans never heard of the arrow keys
doesnt matter what the input device is, the result is the same
how many times i need to press the arrow key to get to the options menu? Nobody knows.
Have to stop and read the new text every time
instead of going straight where you want to
can i set 2d text on a 3d object?
Check out the Label3D node
Or Decal node if you are fine with pre-made text on a texture file instead
gonna rework it properly
other than that it's really fucking cool
right now it's proof of concept
oh
setting up everything before polishing it up
We've been busy with the main adventure mode hub, we've anted up the kart physics for some cool parkour (Kartkour? Parkart?) and also some cool games came out. Take a look!
@NewBlood
#NewBloodKart #screenshotsaturday #…
karts
I spent a bunch of time yesterday programming an object pooling system. Now what it does is if an object is marked as a "pooled object" in its respective game rule file and there isn't already an object pool at the beginning of the round it, instantiates an object pool for it, adds it to the dictionary of object pools, instantiates the given number of pooled objects, and deactivates them all. Now whenever a player fires a projectile, it takes one from the pool instead of instantiating a new object, then sets it to be active and does what it needs to with it. Finally, instead of destroying it it puts it back on the stack and deactivates it again.
If the pool is overdrawn and it is forced to instantiate a new object it increments the "overflow" counter and puts another object in circulation. You can set it up to purge all overflow objects when the round ends so there is nothing in the overflow for the next round, or keep them around.
If an object pool already exists for a given object it checks to see if the game rule file for this round requires more of that object, and inflates the pool to the correct size or if it doesn't need as much of that object pooled there is an option to have it downsize the pool until it is to the given size.
I haven't done much testing with it yet, and it's only set up on the server and not the client, but I hope this gives a boost in performance when there are tons of projectiles being flung back and forth.
wolfenstein 3D reference
is big john gonna be in it
Nein, so was...!
imma good big jahn imitator
i was playing warzone 2.0 as big john and a few people actually recognized the character
Noted
look at the only way to download tools to mod RE4 UHD dude
for fuck's sake ALL the links go to the same dude, that repackaged all of it in a very convenient file
except that CUNT put it behind this fucking website
so I'm fucked
I fucking hate all of this
I'm malding so much, all of this for a fucking shitpost I wanna make
LITERALLY me

RE4UHD BIN Tool Tutorial Tools created by Son of Persia Tutorial by Mr.Curious Users can check out other video tutorials on my YouTube Channel HERE Users can also see a full list of my available tutorials HERE. TABLE OF CONTENTS FILES ASSOCIATED WITH THIS TOOL FILE EXTRACTION UNDERSTAN...
22 pages
I thought the developer also made it accessible through torrents?
I really hope you're doing the Leon falling over meme
can't say I ever did
that's the only reason I wanted to do it
resi games are the only games I have never considered modding because for me they're perfect
but it's impossible to understand any step unless you have an engineering degree
look at this
I'm sure there is a perfectly reasonable explanation for this
try modding vampire the masquerade
me when I eat the other passengers
funniest part is that almost ALL tutorials skips the most important part, which it's extracting the characters from RE4 lmao
they all assume you did that part already
and if not, they send you to forums where all links are dead and the last message sent was from 2017
I only wanted to see this scene with another character lmao
it'd be easier to re-do the animation from scratch on Blender
I saw them as well
and then YouTube kept throwing out this meme all over
that's why I also wanted to do it lmao
I need to get the original model so I can set it at the exact size and re-rig it
Mod good games like Amnesia the Bunker instead.
no
The test proctors watching me eat the SAT in record time:
Oppenheimer reference
never ask a woman her age, a man his salary, or me about where the panzerfaust rocket went here
ahaa
that's very cool
so the entire thing shits itself when i change scenes
okay i somehow detached the rocket script from the panzerfaust
ermmm what if IIIIII replace the monster from Amnesia: The Bunker
with le thomas the train
XDDD
I even downloaded it so I could record it instantly lol
why always thomas
Tell that to Choo Choo Charles dev
I have an image of Thomas the thermonuclear bomb
may i ask why
definitely need to tidy up the menu
since i zoom past these
what did you make me download
it doesn't have an extension
I guess for now, but yours actually looks like something a real video game would have lol
Obviously I'm not an artist, but I don't see anything wrong with it
Perhaps, but what you already have is a very good start
i'll have to basically start over anyways
nodes are all over the place
i'm surprised it even works as well as it does
are you using unity?
Yea
i hate my life
That is disgustingly well made
thanks i only had to scavenge old pictures of this vintage piece of art
and even then it was made from a side view
i don't even know what the other side looks like 💀
but this might not be as bad as i thought
changing the spotlight projector works like a literal projector
this actually really makes the effect pop, i was thinking about using davinci resolve and render out a few image sequences for an animated sprite and overlay that with a viewport
we'll see where the road takes us
both have their appropriate ups and downs
aww no more MOH menu 😦