#general-modding

1 messages · Page 23 of 1

hazy sky
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not even nowadays, it's like a pretty mid 2000's thing as well

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also how does using multiple instances of the same material make it work with baked lights?

spare scarab
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just fine

hazy sky
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it's a weird thing in itself

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i mean you still have multiple faces using the same UV for example

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what difference does atlasing mean in regards to that by technicality?

uncut agate
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sure having seperate materials is good
but this is still happening

uncut agate
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anyways- i decided to just assign materials rn and work on other shit later

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i sorted the rooms by color
(i dont know what they mean as of now)

merry lotus
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got the skybox from when i was making this game in unity and put it in as a little test

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need to remake it

uncut agate
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i think it looks pretty cool

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how'd you make it?

merry lotus
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i don't remember i made it like over a year ago

i guess i just took some fluffy brushes in krita and used those for the clouds and the moon was just a circle with some clouds drawn on

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now i wanna remake it so that the moon's smaller, the colors no longer look compressed,, and also to add some hills in the background

uncut agate
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did you make it as a cubemap or a panoramic image?

merry lotus
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only problem was that the website makes you download each image separately and i had to stitch them all back together

uncut agate
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howd you make it look so pixelated? was the krita image just at a really low resolution?

merry lotus
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no the image is 3840 x 1920

and it doesn't look that pixelated to me

unless you're talking about the colors

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if you're talking about the colors i did that by putting the image in pixlr and using the posturize effect

uncut agate
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i really like it

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ill see what i can mesh together with all this knowledge, thx for the answers!

hazy sky
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i think the compress and color banding looks good, maybe make it slightly higher res so it's just that less apparent

pure jackal
desert shard
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Well, the core combat loop is finished

uncut agate
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looks like a gameboy game

uncut agate
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ok yeah i love this

merry lotus
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before & after

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the moon's a little distorted but i can worry about that later

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i'm just gonna put this here if anyone wants to play around with it, find bugs, or give feedback

i put a .txt of known bugs and issues in there too

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oh yeah and one thing i forgot to mention in the known bugs thing is that doors that have their spawnflags set to 1 have their positions messed up

azure flume
uncut agate
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i really love this skybox
though i feel like i should make the image bigger
its 256x128 rn

spare scarab
uncut agate
merry lotus
pure jackal
dry spear
crimson tapir
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This game looks like an acid trip and I'm here for it

merry lotus
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2021 vs 2024

merry lotus
azure flume
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That's a super cool idea

cloud bloom
spare scarab
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Eyo???

limber bramble
azure flume
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Development going at insane speed, soon we'll get a round object tool!

pure jackal
merry lotus
crimson tapir
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So when you make an image for a skybox, what is the aspect ratio of the image?

pure jackal
remote kite
crimson tapir
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Added some game feel improvements. Camera sway that doesn't break the trick system, tweaked projectile physics (at least for the snowball), got rid of the seam in the split screen grid, added hitmarkers, made the screen flash blue when hit, and animated the crosshair

dry spear
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How does one post videos on here? Whose soup do I need to microwave in order to get such priviledges?

dry spear
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aye caramba i gotta start grinding then

muted stirrup
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fuck it, Retrowave's now a Death Wish 3 adaptation

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just needs some idiots falling of roofs and fire escapes for it to be complete 👌

earnest lily
crimson tapir
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There we go, now that's a professional snowball fighter

merry lotus
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i didn't wanna add this at first because i thought it was pretty cliche but i thought of a really cool horror sequence earlier today that would work great with this

pure jackal
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slindorp and the 8 fimshes

merry lotus
pure jackal
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Dude is making his own engine so he doesn't have to use unity
Madlad

azure flume
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It's worth it for the skills

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learn a ton making this

crimson tapir
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I want my damage numbers to render on top of everything, except the HUD

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Also, watching this back, yellow was probably not the right call here

merry lotus
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this is fun

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he's a little short

crimson tapir
stuck hazel
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i like cheese

crimson tapir
stuck hazel
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i am not asking

crimson tapir
stuck hazel
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i have asked. they havent answered

manic warren
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would you guys say ULTRAKILL's movement is kinematic or physics-based? I'm wondering since I am new to unity and i wanna make a fast paced game

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I want to make it movement based and I am not sure exactly how to make the controller

split otter
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Its kinematic probably

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Judging from the slide physics and just the general movement. Minos leap too

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When the game is slowed down you can kinda see it mostly just be kinematic maths (especially true for the rocket launcher)

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Rather than having physics imposed on them with consideration of mass and gravity

hazy sky
hazy sky
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that should basically draw it on top of everything

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not sure if labels have materials

crimson tapir
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That got it sorted, thanks

merry lotus
nova wigeon
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does anyone have working ultra mod manager

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its not working for me

manic warren
# split otter Its kinematic probably

do you have any idea where i can start with learning that? all of the searh results are open source, which i want to make my own from the ground up

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how could i achieve this

sonic cloud
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Haven't posted in a while. V2 rendition of my TTT map

spare scarab
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Hell yeah dude

desert shard
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Going for a dirty-abandoned-parking-lot-esque feel

crimson tapir
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Ok, so I just updated to Godot 4.2 and all my resources are "not declared in the current scope" now
Do I have to use an include statement of some kind now?

azure flume
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wtf is peerinfo?

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is that some addon?

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is the addon compatible/updated/enabled?

crimson tapir
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No, it's a thing I made

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(You can tell I made it because of the terrible grammar in the comments)

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And it was fine before upgrading

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But now it, and the rest of my classes that extend resource cannot be found

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Wait hold on, I think it might have just randomly fixed itself

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Ok, so PeerInfo specifically is fine now, but the other classes that extend resource are not

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I have no idea what happened to fix PeerInfo, but I hope it happens to the other too, I guess cursed

azure flume
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probably just have to open the scripts of each class and resave them

crimson tapir
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I pressed save all earlier, but that did nothing

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Well, maybe that only works for files you changed, which is fair actually

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Ok, no, manually saving all of them did not fix it

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This engine creates mustard gas in my brain sometimes

azure flume
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If it was Unity you'd already be dead

crimson tapir
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True, but at least there would be a tutorial by some guy on stack overflow 7 years ago explaining exactly how to fix it

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Annnnnnnd, it works now

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How? No idea.
What did I do? Nothing.

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What was wrong in the first place? Doesn't matter now

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Godot works in mysterious ways
(It literally does not, it's open source)

azure flume
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Time to dig into the source code and find out!

crimson tapir
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Strap on your mining lights, boys

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We're going in

dry spear
crimson tapir
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Ok, so it's a horde shooter?

gloomy wolf
wraith beacon
pure jackal
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Whack whack whack

wraith beacon
pure jackal
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I love how all of these have the "classic position" in the idle examination animation

merry lotus
hazy sky
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guys what if i create a level that is from another game inside my own game as an easter egg

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can they sue my ass if i do that

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like 80% same, the layout for sure would be the same but maybe the textures not

hazy sky
wraith beacon
crimson tapir
merry lotus
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it doesn't do anything right now because I don't know how to test rays against AABBs and google hasn't been much help

pure jackal
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holey karp

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plazmin wields a GUN

hazy sky
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where's the VERY late gun

hazy sky
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like as if you could play doom level in quake

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except its okay there because it's their own product

crimson tapir
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Uhhhhh, I think if you change enough and don't directly lift anything you would probably be fine

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Like I have a map idea in my game that's very similar in layout to Campgrounds from Quake 3 but The layout is changed some, and the theme is completely different with it taking place in an icy cavern as opposed to whatever Campgrounds is supposed to be in universe

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My test map is literally just Block Fort from Mario Kart 64 but with ramps and grind rails too

dry spear
sinful fulcrum
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NICE BRO

dark epoch
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do yall know the closest font for ultrakill in gimp

crimson tapir
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You can import fonts in gimp, just download the font and move it to your system front folder

minor bear
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Added foliage system from ET to RTCW-SP. Forest level is not that flat anymore.

crimson tapir
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Makes a world of difference to have an actual sky, lol

crimson tapir
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Does anyone know how to set the render layer of a model in godot with code?

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I need the player 1 model to be invisible to player 1 but still visible to the other players

merry lotus
azure flume
wraith beacon
limber bramble
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Yess

pure jackal
wraith beacon
gloomy scaffold
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can someone make a mod that brings back 7-4 lobotomation?

merry lotus
merry lotus
polar jasper
toxic hemlock
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add pole targets

polar jasper
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how

desert shard
sonic cloud
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More source stuff

robust ridge
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ModDB

Celebrating Doosk 4th anniversary update, featuring 4 brand new multiplayer levels, 2 singleplayer levels (proof of concept), an experimental horde mode (zandronum only), extra music, a new mutator, bugfixes and more!

covert scroll
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Doosk

spare scarab
hazy sky
crimson tapir
keen bear
red stirrup
spare scarab
hazy sky
# spare scarab

there was a game that released just recently where you control a drone/rc car exploring caves for missing people

spare scarab
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oh yeah ive seen that a while back

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looked neat

merry lotus
merry lotus
uncut agate
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i feel compelled to make a really easy to code game
like an atari game
something about theseus stuck in a labyrinth

spare scarab
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werent you working on a game previously?

uncut agate
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embarrassed to say, but
i never finished the museumcultersweat
i honestly feel bad for not doing it
but well
i know jack shit about scripting anything
so even if i made cronos, it would be a huge pile of tutorials meshed together

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but that doesn't mean im quitting on it

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also, unity kinda sucks
since im using it for free
so if i put cronos on steam
you'd get that "made in unity" garbage
and i don't want thatmaliciousultra

spare scarab
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you know you can just like

uncut agate
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i do however, have godot on my computer

spare scarab
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remove that

uncut agate
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only real way i know is to pay for the other versions
but there maybe another way i don't know about

spare scarab
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well regardless

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unity has, among other things, a massive advantage over godot in having tons of people using it

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for a long time

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meaning it's easy to ask the wise sages for their knowledge or just google things

uncut agate
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true

spare scarab
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it's up to you, but i'd stick to unity and start making things while looking up information as you go depending on what you need

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and dont obsess over small things like whether a texture on one edge of your area is perfectly UV'd

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there's a lot to making a game, and even more when you do it alone

uncut agate
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ive observed some games that are old, and inspired by the ps1 or n64
like psudoregalia or any of the new blood games
and there are some off textures, so your kinda right
i shouldn't obsess 'bout those really

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besides
cruelity squad has no uv mapped shit at all
yet its great

spare scarab
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teams of people with different skillsets each focusing on an entire chunk of the game still take a lot of time to get to the finish line

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when you're a one-man-unpaid army, you have even less resources, so don't chase yourself into a corner by making sure everything about your game is perfect

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again especially when starting out

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focus on the end result and the big picture, you'll learn a lot along the way

uncut agate
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i think i have an idea.
most textures in the n64 (and sometimes in the ps1)
are stretched to fill a whole face.
my museum consists of a bunch of 2x2 faces, so if i lower that and make the whole museum with less the uvs will look a bit more nice
as i want the walls to look like they have grit in them
so a wall looking like this is kinda bad (IMO)

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if you look at one of the castle walls in mario 64, theres just one big texture on it

uncut agate
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this honestly looks better to me
sure the borders are wide, but idc

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perhaps i should indent the rooves, make them more rounded
i think that would look nice

amber lava
uncut agate
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im imagining a huge ray of light beaming down from the center of the room
like in princess peach's castle

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i also feel there should be a rim on the indent

uncut agate
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i think im starting to really love it!
it just needed pillars?!
man, i love this
ive decided to remove the 2nd floor, as the stairs were too steep
but as you can see, im putting something in it's place
another area that should be the area that holds the stopwatch
and some other exhibits
all i need to do is figure out how that should be built

uncut agate
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and in the center area, i put this raised ceiling
really love the spider-eque rafters

uncut agate
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we now have this giant room here
im thinking it should be the entrance
since its so big

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heres the view from the entrance

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although
it is way bigger than the exhibits
should i redo it?
feels way too open
i could put shit in it we'll see tomorrow

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im tired

pastel wharf
uncut agate
uncut agate
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here's the full top down view of the museum
there's 10 exhibits!

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now i just gotta figure out where the first ones should be
maybe i should have it so you have to clear all of the ones in the entrance before moving on
but you can still deal with them in any order
for a bit of freedom

uncut agate
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i feel like the museum should have smaller versions of things you may see in the period
like some famous artist was hired to make a smaller sculpt of a famous monument for this museum

pure jackal
earnest lily
granite tusk
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I won't reuse it in my main project but I wasted my time doing a fun building effect

pure jackal
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Ayyy

hazy sky
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make variations in the patterns, make the faces 2x2's and apply the textures in UV

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as if you were doing tiles in 3D

crimson tapir
crimson tapir
granite tusk
granite tusk
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actually kinda works

uncut agate
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do you think i should have it flat?
i personally like how shade smooth makes it look more like a ps1 game
yet the flat makes it look like the n64
dont know which style i like more
were the levels in quake smooth or flat?

pure jackal
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Pretty sure they were flat

uncut agate
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got it

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the models themselves were smooth though

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similar to super mario 64

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and most n64 games

uncut agate
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ive got a bad idea- wait i just realized it wouldnt work
had an idea of making a world based on musicians like bach or beethoven
but they arnt gods
so that wouldnt work

azure flume
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god of music

uncut agate
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as far as ive seen, that's apollo
could put him in greece

robust ridge
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Doosk 4th anniversary update available now!
4 new multiplayer levels (for a total of 10), 2 new singleplayer test levels, one horde mode level, asingleplayer mutator that swaps your totem with the Dark claw, bugfixes and more!

https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip

ModDB

Blessed by Newblood, this mod features all weapons from dusk, ported into Doom engine. The mod also features game achievements, game mutators and even an optional fork of ZMovement, called "Dusk movement" made by Ivory Duke himself.

uncut agate
viral ore
wraith beacon
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Trying to make the edges on cliff faces look less uhhhhhh, bad.

uncut agate
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Honestly they look really good

limber bramble
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the trim be doin work

wraith beacon
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Made a texture for it.

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Yea I think this looks a lot nicer.

pure jackal
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CLEAN

wraith beacon
limber bramble
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very nice

uncut agate
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i think i should index all the textures to a certain palette

manic warren
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do you guys have anywhere to start, I want to make a kinematic character controller yet i h ave no idea how to do it or where to start

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im so very confused on how i could begin

azure flume
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I have no clue what does that even mean, can you even move without being 'kinematic'?

manic warren
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Im not too sure on this stuff as im new to actual game engines

azure flume
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I started out with youtube tutorials

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Follow along, modify, combine elements from different tutorials and so on

toxic hemlock
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create the church of fred durst

uncut agate
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how would that work
pantheon of music?

pure jackal
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Have instruments or some stuff represent elements?

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Strings with water, piano with thunder, ect.

toxic hemlock
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they can be embodiments of fucking whatever like greece literally had a god of wine

uncut agate
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i could make a whole world based on musicians
bach is the final boss of the world

sonic cloud
uncut remnant
granite tusk
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Implemented a Mouse Look in my crawler and changed the assets for the walls

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the code for my mouselook is the dumbest known to man because I couldn't figure out how to write the rotation for x,y,z between 2 vectors in godot

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so I used their look_at function which is a setter to do it for me and went back, which is ugly but works

fickle zinc
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is it possible to port a game from unreal engine 3 to unreal engine 4

azure flume
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If you are asking if there is an automatic process that does this for you, no.

ashen onyx
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hey i need some help with modding a unreal 5 game

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is their a way i can access that game and make it so i can modify the game im new to modding

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unreal 5 engine

lyric python
sonic cloud
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Doing a TTT Gmod map for a contest (25-100 $ depending on the place)

fickle zinc
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is it possible to export multiple fbxs pose per pose of animation similar to how you can do it for creating and rendering multiple pngs for an animations basically this example however each png is an fbx of a different pose per frame, ive tried asking the blender discord server and havent gotten a response in over a week

merry lotus
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why would you want to do that

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just animate it using bones and the blender timeline

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and if you want it to look choppy just use the constant animation easing

fickle zinc
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im try to port each models poses in the animation frame by frame into clipstudio paint the problem is that clip doesnt import entire 3d animations and i have to export the animation poses frame by frame . its complicated what im trying to do.

merry lotus
#

Couldn't think of any new Gone Fishing things to post for #screenshotsaturday without spoilers so here's a preview at endless mode, which gets unlocked after beating the game

(the leaderboard ui is still wip)

#ga…

💖 1

▶ Play video
marble dust
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it's missing a big wet meaty sound when you deposit the fish into the box tbh

merry lotus
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yeah I forgot

uncut agate
fickle zinc
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so i tried exporting a retargeting animation from serious editor that being a retargeting test and i ended up getting this in blender. im not sure how this happened since exporting animations from serious editor doesnt causes any problems.

minor bear
wraith beacon
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That Luger and that 1911 are huge

pure jackal
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Bj just has smol hands

minor bear
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gonna fix the hands scale

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ye, looking better now, thanks

rotund garden
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I love checking three different Godot tutorials, and each of them has a different process since the specific version that you use is VERY important it seems

lyric python
uncut agate
#

time for the chaos that is coding my own shit

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arrays are fun :)

novel locust
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spooky face

wraith beacon
limber bramble
#

Hatsumetric™️ fog

pure jackal
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De_dust

primal lynx
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ultra fun guns is fun

wraith beacon
granite tusk
merry lotus
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working on actual guns (model is temporary)

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oh yeah and i added screenshot functionality

merry lotus
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got a magnum weapon in (doesn't work rn), weapon switching, and automatically switching to a weapon when picking it up

i also had to implement the ability to enable and disable entities (dunno why i didn't do this before)

i might actually get this in a playable state before the science fair

desert shard
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Trying something for Acerola game jam

Let's see if anything comes of it lol

minor bear
desert shard
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Still deciding on what the game will be like

But I sorta finished the environment lol

winter cobalt
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Guys doas anyone know what the fov was in the original wolfenstein? I'm making a raycaster and I wanna make it look like wolf 3D, but I can't find any info about the fov on google, and the wolfenstein subreddit is slowly turniing into batmanarkam, so no luck there.

frail peak
brazen copper
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You can send the link. Just not how you did it.

frail peak
#

oh, thanks

frail peak
lyric python
#

Oug

cunning wing
pure jackal
#

Quayer

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Quarter

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Thats it

lyric python
azure flume
#

Chorruption

fickle zinc
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just ported in this model from serious editor 4 no clue as to what this texture or face problem is

grim jacinth
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How tf do i mod L4D2 from the workshop? I put some mods but it says an error

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Like a missing texture of an enemy or something

granite tusk
#

playtestin' trying to add an energy resource to your skills and rerolls, that is not replenished between combats unless you rest

dry spear
desert shard
#

You can YEET vampires now

pure jackal
#

train stompin vampires 🙂

merry lotus
#

got a working flashlight

jade sonnet
#

regardless of which, looks good ngl

merry lotus
#

it's a game i'm making in java

jade sonnet
#

ah

merry lotus
#

thx

jade sonnet
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no problem

merry lotus
merry lotus
#

been really burnt out this weekend so i've been making a new dungeon generation system for that gloomwood fangame i was making a while back

rough sundial
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Just made a dev commentary video on the first 2 scenes of Call From Within, the game I released a few months ago
https://youtu.be/RWo1Ht7RCSE

unique trellis
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how do i add mods

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to ultrakill

spare scarab
shadow folio
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i dont understand

desert shard
warm ledge
mossy topaz
azure flume
#

Years of experience and a huge pile of previous projects to lend code and assets from

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Also this jam was 2 weeks, not the usual 48 hour thing

desert shard
earnest lily
#

I am honestly more hyperfixated on the look

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something so... crusty

azure flume
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I mean you have done a similar camera system before so it's gonna be way easier to do it again even if it's not 100% the same

fickle zinc
hazy sky
#

chat i need renewed energy to start working on games again

verbal marten
wraith beacon
pure jackal
sonic cloud
spare scarab
#

based as fuck

verbal marten
fickle zinc
#

im also bad at tposing

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im also currently trying to that now before you ask ive tried mixamo and yes it does work however the auto rig doesnt really match sams model or posing set meaning dynamic posing is more difficult

stiff thorn
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To me the left one seems like an LOD model, though I'm just guessing

sonic sorrel
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me when gamemaker crashes for the 100th time when i try to add a single effect/overlay

viral canopy
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What type of game should I start with to get familiar with game development?

chilly nova
#

Anybody got the jaket mod ?

jade sonnet
#

wrong channel meme collector

fair lark
#

where get ultrakill mods

spare scarab
tranquil oracle
spare scarab
mossy topaz
wraith beacon
#

Five years ago

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(Ignore the fact I missed the anniversary by like, a couple of hours, I've had a lot going on)

spare scarab
#

based as hell

hazy sky
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I really need to start from square 1 tho

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got the models and everything

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need to absolutely start every single script over

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with everything I learned so far

fickle zinc
rotund garden
worn frigate
fickle zinc
#

why

worn frigate
hazy sky
#

ma man

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i might return to the workspace tomorrow

limber bramble
wraith beacon
#

H

hazy sky
torpid sky
inner shuttle
#

heavily considering adding like a quad damage type thing but making it mariocore by having your HUD go into the rainbow cycle mode

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and as it runs out the cycling slows down until it returns to the hud color the player has set up

merry lotus
pure jackal
#

YIPPEEE

vivid lichen
inner shuttle
#

thank youu

rough sundial
daring wolf
wraith beacon
#

Also I'm guessing they're CPU particles rather than GPU?

cursive skiff
#

anyone knows if there are mods to faith?

merry lotus
uncut agate
#

messing around with medievils textures

hybrid smelt
#

i believe in you man

limber bramble
merry lotus
#

yeah it's instancing

inner shuttle
#

huge fan

inner shuttle
wild pumice
#

Suckel fucks

ruby fable
#

terraria modding is fun

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(this isn't a hotbar item, it's a retooled version of the grappling hook Skeletron drops that deals damage instead of grappling)

uncut agate
#

RATTLE ME BONES

hazy sky
#

that would give it some cool interactivity

hazy sky
hazy sky
#

the one real problem with giving seamless textures normal maps is making their normal maps seamless

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the other problem is i used a lot of UV trickery where i'm rotating and flipping the UV to give texture variety and the normals generally don't like to align with each other

uncut agate
#

if you think that was cool wait till you see this

#

ive been experimenting

#

and have considered going from unity to unreal

tropic token
hazy sky
# inner shuttle i mean

would be cool if you could also rotate the fan without messing with the other stuff, and add it as an animated texture

vivid lichen
inner shuttle
#

Thank youu

pure jackal
#

Still pretty proud of these remodels I did for that dementium 2 project that got shafted

pure jackal
#

I mean I guess

toxic shale
#

hi

pseudo hazel
#

im using r2modman for mods but some don't load

#

is there any way to fix this

oblique sentinel
#

make sure you have both the required dependencies for said mods as well as have said mods enabled in the loader

hazy sky
#

chat give me strength for tomorrow (i will start my game over from scratch)

narrow basinBOT
#
hazy sky
blissful arch
#

transformation matrices (glfw)

next oracle
#

a

inner shuttle
#

woke up and decided to make this

#

will put into engine in a sec

#

free me from this mortal coil

tropic atlas
#

hi

granite tusk
hazy sky
#

in progress tho but its already much more streamlined

pure jackal
#

YIPPPEEE

hazy sky
#

i wanna tie it to the height you fell from but i have to figure out how to track that

#

so larger jumps punch the view harder

#

@pure jackal tell me your honest opinion

rough sundial
hazy sky
granite tusk
#

maybe by the change of speed ?

#

I assume you get a bit faster falling from higher

hazy sky
#

well, yes and no

pure jackal
vivid lichen
inner shuttle
#

tysm!!

hazy sky
#

actually lemme consult the actual medal of honor game on the intensity

#

okay so this is way too fucking much

pure jackal
dry spear
#

no embedded still unfortunately cry

hazy sky
#

i always thought moh also had this lasting effect because it makes the explosives beefy as fuck

#

question

#

do you think i should make the movement feel a bit more "quakey"

pure jackal
#

DO NOT PLAY WITH THE VALUES

hazy sky
#

less overall air control

pure jackal
#

Keep them as they are

hazy sky
#

which

#

the less shaky explosion?

pure jackal
#

Explosion shake

hazy sky
#

or the long explosion

pure jackal
#

Its still longer than MOH but its as long as we remember through rose tinted glasses which in this case, is a better vibe to hit

hazy sky
#

well, i am aiming for a nostalgia trip but i'm also planning to make quality of life changes where they're due

#

i think i'll give the explosions an extra 0.2 seconds to last

#

just so you can hit those satisfying explosions

hazy sky
#

all that's missing is the hl2 squeaky floor sound

pure jackal
#

Jumping is not medal of honor 😔

earnest lily
#

THROUGH OUR CONNECTOR, LIKE A SPEED DEMON

latent bronze
pure jackal
#

LET HIM COOK

fickle zinc
#

please dont make source style bhopping where its stupidly difficult for no reason

pure jackal
#

Correct

#

Implement anti-bhopping mechanics

#

If fuckers want a movement shooter there's plenty of em

hazy sky
#

yeah no worries, I was just wondering if I could

#

it's really rough under the hood anyways so yeah, I'll probably get rid of the air acceleration

#

I just wanted a better feeling controller than what I had using wishdir

#

or just probably cap the air speed so it's not faster than being on the ground at all

#

the friction is high enough that you cannot go A-D-A-D wiggle like in counter strike for example

#

guess we'll see how this will turn out

twin hull
#

someone need to make a AK-47 Mod for ULTRAKILL

pure jackal
#

No

azure flume
#

If you want it, make it.

cunning wing
#

its really just right there

unique crag
unique crag
#

I love ultra big and long rifles with peculiar muzzle brakes!

dry spear
wraith beacon
pure jackal
#

I fucking love how jelloy the tree leaves are

azure flume
#

5

frail peak
#

if you hold space while sliding for a while, then stop sliding, you jump real high

frail peak
#

it'd be cool if you fleshed out that "feature"

dry spear
frail peak
#

it could also boost you in the direction you're looking at instead of just vertically up

dry spear
#

thats a shout actually. in that case ill need to give it a cap xd

frail peak
#

yeah, and you could raise the cap via leveling

dry spear
#

absolutely could do that actually

granite tusk
hazy sky
hazy sky
rotund garden
fickle zinc
#

well since i cant 3d animate for shit im just gonna use vr mocap

warm reef
fickle zinc
#

like if you just want simple motions in which im kinda going for then its probably not that expensive i guess

#

like i dont care if its shakey im not going for 4k acting like in ubisoft titles

wraith beacon
hazy sky
hazy sky
#

you cannot put raw mocaps on and call it a day

#

also holy fuck

#

i might animate my viewmodels using VR beegpog

fickle zinc
#

if they can mimmick a system similar to that then it wouldnt be much of a problem still though im unsure as to how difficult touching up the mocap data will be

hazy sky
#

did you see mocap fusion vr

#

my only problem with it is how the program used to be free

#

and the guy did say its going to stay free

#

and then he just listed it on steam for 100€

#

otherwise rock solid mocap experience, you can motion capture multiple characters in the same time and shit

earnest lily
#

I remember another game proudly wearing the "we got mocap viewmodels!!!" and they were mid

#

which to me says most of the juice comes from the polish phase

merry lotus
hazy sky
#

you need to spend at least 2-3 passes making sure it looks good before going on

#

also reverted to the old character controller

#

had enough of the source style satisfying but slippery movement

#

back to the age of the shitty movement

#

however polished up the controller's stuff

#

i'm using tweens to crouch and shit, and the tweens often just overridden each other

#

plus a few other stuff

#

this is once again starting to feel good

pure jackal
#

👈 sunglasses3dverycool 👈

#

ayy les go

hazy sky
#

new standardized interact method

#

every interactable scene has a node called interactable

#

and if it has, it calls interact()

#

its hella cool

pure jackal
#

heck yea

#

standardz baybee

hazy sky
#

can't wait to do the gun stuff

#

but that's gonna be hella hard

#

also not gonna be overambitious again

#

i'll just handle each gun's ammo within the gun itself

pure jackal
#

look man all I'm saying is if there's a luger and an MP40 it'd be really sick for them to have the same ammo pool

hazy sky
#

i mean yea

#

but i have no idea on how i could achieve that

#

then again i could just make a player resource that stores the player's stats like each ammo type and shit

#

it doesn't have to hold onto it for long though since you don't really have it for long

#

like 3-4 levels tops

hazy sky
#

also i might not do luger

#

we'll see what the future brings us

#

i know for sure i want a c96 though

#

constantly debating about the weapon selection though

#

but if one gun doesn't make it in, i'll still make it for the trophy collection system

#

and maybe multiplayer

#

also i want an entire joke chapter with some of the most wacky shit ever

#

oh man we are so back

narrow basinBOT
#
hazy sky
#

so that's the basic gist down, the player can move, navigate and interact with the environment

hazy sky
fickle zinc
#

is this supposed be medal of honor

hazy sky
#

kinda

pure jackal
#

Man the medical canteen sound is so good

limber bramble
#

those do be some good sounds

hazy sky
#

made a much more complicated, albeit more flexible message system

#

using some antique game mechanic like in Duke3D where each message is a new instance

#

and some message queueing

#

also checking some really interesting way to implement checks

#

by checking if object has a node called player in it, only then interact

#

sure i disabled collision with enemies and stuff but it's cool to be extra sure they cannot pick it up

#

aaaaaaand now we have colored messages as well

earnest lily
dry spear
#

is this custom engine mr solace?

pure jackal
#

no is godot

hazy sky
#

its godot 4.1

#

streamlined a lot of stuff under the hood

#

like for example the explosion checks

#

this is my first project and it really shows

#

what is have right now is pretty good actually, it actually feels like a game made by someone who knew what they were doing

#

all these lines of code is what drives the messages on the screen

#

i absolutely HATE asking people for help on the Godot discord server tho

#

like they always say shit like XY shouldn't know about YZ

#

like stfu man why complicate stuff

dry spear
hazy sky
#

chat

#

i am VERY divided now

#

new rain effects, which one looks better?

#

the top one is 100% unshaded, VERY slight distortion

#

the bottom one is shaded, refracting

#

you can see the raindrops refracting the lights they pass for example

#

both look very good, and i really love the refraction... but i think the top one looks better

#

for the sake of visual clarity

hazy sky
lean compass
hazy sky
#

no name yet, I'm still developing stuff

hazy sky
#

I'm thinking about cool multiplayer game modes where you utilize a photo camera to defeat other players

#

or where everyone has a name plate and you'd have to call the numbers on their plates to eliminate them

#

and you'd get like scouts who got binoculars and radios

#

limitless possibilities apart from the obvious CTF and TDM modes

wraith beacon
pure jackal
#

Mans got stick arms but he aint afraid to use em

pure jackal
hazy sky
#

we'll see,,, we'll see

dry spear
hazy sky
#

@pure jackal

#

got something cool cooking

wraith beacon
hazy sky
#

fistm

hazy sky
rough sundial
hazy sky
rough sundial
#

Yeah I really should talk a bit more in general skullkey

civic plinth
junior bluff
#

for anyone using godot, what would be the best way to setup a style system like dmc?

#

like how would i collect data like how many enemies a player killed, the weapon they used, whether they combined it with another weapon etc

hazy sky
#

I guess you'd make a class named StyleMeter

#

actually scratch that, I'll share my thoughts after work

hazy sky
#

okay so you'd definitely have to create a Style handler script somewhere within the node, you could create a new class that extends Node for example

#

and in that, you would basically create a few variables called style_points(for the end of the level screen), current_style_points(for the current combo streak), an array or dictionary for the style ranks like D-C-B-A-S etc. etc

#

you could make a few functions inside this class that determine how much points get added per hit, per defeated enemy etc

#

you'd create a timer system or something that would start subtracting the points if you're not keeping your style up, and other functions that you suit your needs

#

next up, create an enemy(class) with a signal in it called something like enemy_slain

#

put the enemy into a group called Enemies

#

and in the style handler script you can get all nodes in the group called Enemies, and just do

for enemy in group Enemies:
enemy_slain.connect(function that you want called)

#

and inside the enemy's script you'd declare the health variable as a setter, if health 0: death() and call enemy_slain.emit()

#

to be extra modular, you could create an @export var points:int variable

#

and you could send that variable in the signal so the point amount from the enemy gets signaled, and you can add them to your current_style_points and style_points variables

#

might be a bit hazy but this is how I would do it

#

oh, and in the player you'd probably have a weapon manager that keeps track of the currently used weapon, you could probably set up some data system for the stuff you need

#

like create an array variable that collects the enemies that the player killed, and with which weapon

#

and the end of the level screen could consult to that to determine which weapon was the favorite, and how many enemies each player killed

#

hope that's enough for you to get started on a nice system

#

(or since we're already talking nodes, you could add a new node for each killed enemy as a child of the style handler node, each killed enemy would emit the signal, and the method inside the style handler could append the new child into the killed enemies array and the node would hold information on who and what killed it)

granite tusk
#

Yeah I think having your skill thing listen to whatever event you generate on hit/death/weapon switch is the most sane option, and you probably need all of thoses anyway for removing ennemies/updating UI ect...

hazy sky
#

I'll elaborate more once you get started

hazy sky
#

like mostly the enemy has to know which player and or which weapon it died to

#

you can just put in the player's name, and weapon name into the on_hit method

#

everything is mostly easy if you have direct reference

hazy sky
#

does this look bad?

#

obviously you'd only see the objectives while pressing tab

hazy sky
#

any opinion is welcome

pure jackal
#

Where is the "LUFTenant kill the nazis" objective

spare scarab
hazy sky
hazy sky
#

i'm using a node based approach to the objectives

#

i can basically drag and drop the objectives into a node, and the handler will know there is only 3 objectives on the level for example, i can go practically infinite amount

#

also i want certain objectives to only pop up on hard difficulty

hazy sky
#

@wraith beacon can you give some advice on setting up viewmodels

#

finally made an arms rig, what do you do for your weapons and arms to match up

wraith beacon
# hazy sky finally made an arms rig, what do you do for your weapons and arms to match up

https://youtu.be/lSGkAgDbim0?t=468 This video covers a similar constraint setup to what I do.

Quick tutorial on how to rig a gun for viewmodel animation with blender.

I find models on sketchfab, some of my favorite low poly weapon makers:
TastyTony: https://sketchfab.com/TastyTony
Kaan: https://sketchfab.com/KaansArsenal

Hand rigs: https://gamebanana.com/models/cats/19

Music by Hyakkei (in order: Seaside Library, Pleasant Talk, Gata ...

▶ Play video
#

But a TLDR is I add a child of constraint to the hand ik bones.

hazy sky
#

okay

#

what about the viewmodel arms

#

how do you do them

#

i've cooked up a set of low poly arms

#

with so-so weights

wraith beacon
hazy sky
#

@wraith beacon do you have a moment by any chance

pure jackal
# hazy sky the what

(A joke about how british and british adjacent countries say LUFT INSTEAD OF leiu in lieutenant)

hazy sky
#

do you have any tips on weight painting rigs

#

i'm struggling so fucking hard with it

#

automatic weights said

#

what if the left hand also made the right shoulder move

pure jackal
#

Really just uh

#

Best way is to go to the uhh not material view in blender and check each bone in the face selection view and see if something thats not supposed to be impacted by the bone directly is red

hazy sky
#

very informative thank you 👍

#

okay it looks sorta normal

#

okay nvm

#

snake head into the survival viewer and cure your broken wrist

#

why does it do that when the IK reaches its full length

pure jackal
#

Idk

#

I don't fuck with IKs

#

Not yet at least

#

Barely got a handle of regular rigging

fickle zinc
#

your not using auto rigger?

hazy sky
#

auto rigger?

#

you mean automatic weights?

#

or do you mean the rigify addon

#

because this is a custom made arm model

hazy sky
#

i don't think its there

#

of course its missing the texture and stuff but i mean the rig in general is lacking

#

i fucking suck at modeling hands

pure jackal
#

what about the previous hands

hazy sky
#

what previous hands

#

those were moh hands

pure jackal
#

oh

hazy sky
#

i can't use those

#

my main issue is not being able to use a viewmodel fov

pure jackal
#

damb coulda fooled me that you made them yourself, you nailed the rest of the art style so well that

#

that you coulda fooled me

pure jackal
hazy sky
#

i'm aiming to have it not be a problem

#

by that i mean i cannot use a viewport solution to render the gun at a different fov

pure jackal
#

why not

hazy sky
#

godot 4

#

viewports don't get lights on them

pure jackal
#

godot STILL doesn't have multicamera support?

hazy sky
#

it always had it

pure jackal
#

what about layers

hazy sky
#

they just broke something in 4.0 and the viewports are not showing the lights on your models

pure jackal
#

does godot have a camera layer system

hazy sky
#

you get the basic light from the environment, and not the dynamic lights

#

it does

#

but don't tell me you want me to render the lights twice

pure jackal
#

I'm telling you to render the lights twice

hazy sky
#

but then again maybe the viewport method wouldn't work either

#

because the end of the barrel might not line up with the thing you're shooting at

pure jackal
#

that doesn't stop most people

#

didn't stop dreamworks

hazy sky
#

looks off when your gun shoots 45 degrees to the side

pure jackal
#

but that happens in medal of honor 1 and underground

hazy sky
#

the gun is rendered onto the scene

#

no viewport

pure jackal
#

aim your pistol to the top left corner and shoot, the bullets don't come straight out

pure jackal
hazy sky
#

there are a few cases

#

but i think those are fallback methods as well

#

like range checks, or angle checks that fail and use the most logical point it can shoot to

#

if you noticed, the hand in medal of honor is constantly positioning itself

#

if you aim somewhere in certain angles for example, your hand extends out

#

we'll see tho

pure jackal
#

yeah the arm on the handmodel is comically long

hazy sky
#

that is actually not tho

#

that's just the PS1 model warping plus no near plane

pure jackal
#

that makes sense

hazy sky
#

the exported model goes back to the forearm at best

#

no elbow

#

well i'm using IK

#

so it's going to extend out as needed (hopefully)

pure jackal
#

you could probably have the arm move back/forward depending on fov?

hazy sky
#

its still not the arm length tbh

#

its like if you squashed the model on the Y axis

pure jackal
#

you could adjust its y size

#

let's get cursed

hazy sky
#

the weapon if it's got a big enough FOV difference to the main camera will rotate sooner/more abruptly

#

because the pivot point is closer, so to say

#

i tried it

#

its bad

pure jackal
#

dang

hazy sky
#

best i can do is, maybe not use a fov slider

pure jackal
#

set FOVs

hazy sky
#

worst i can do is, use a fov slider and cap it at 70 to 90

pure jackal
#

low cap of 45

#

true to age

hazy sky
#

its not 45 is it

pure jackal
#

its not 70 thats for sure

hazy sky
#

somewhere around 60

#

gets extended to like 70 with the widescreen stuff

pure jackal
#

stretched

hazy sky
#

55 at worst

#

extended

pure jackal
#

idk about proper psx hardware but the widescreen mode running it on ps3 and psp/psvita just stretched it for me

hazy sky
#

try duckstation widescreen cheats

pure jackal
#

ok but thats duckstation

hazy sky
#

aiming slightly to the left and the gun is already shooting off the screen

#

seems better

pure jackal
#

Why the thumb so thicc

azure flume
#

easier to stick it up the

pure jackal
#

Side of the gun to swing open the revolver?

wraith beacon
rotund garden
wraith beacon
untold niche
#

Made this crt shader in godot

#

Still needs tweaking to look less muddy but thought it was cool enough to share

#

Also discord compression makes it look more blue than it should for some reason so open in browser if u wanna see what it's actually supposed to look like

hazy sky
#

btw it only looks this smooth in the video for some reason, it's still pretty much 25-30 FPS in game

#

hella choppy

hazy sky
untold niche
hazy sky
#

idk symphony of the night uses a lot of eye candy

#

watch some gameplay or something

untold niche
#

Aight I'll check it out bestie

hazy sky
#

already have the base classes and everything written, the only thing that's needed now is me animating them all again

#

plus the weapon pickup

hazy sky
#

okay that was easy

#

just marked the ammo drops with a bool if they can contain weapons

#

if checked, you need to give it a packed scene that contains the weapon you want the player to pick up

#

and wrote a function that compares the name and checks if you already have that weapon in your inventory

#

it if it, it adds it as ammo instead anyways

#

just like in medal of honor

#

so now i really only have to make the guns

polar jasper
hazy sky
#

why is everyone asking this

azure flume
#

Because they think game engine choice will give them the skills to make a video game

hazy sky
#

kinda real

#

Godot is really easy tbh

#

I have no prior game dev experience

#

in essence this is my first ever project

#

and I can't wait to go home and make the ammo HUD

#

I was thinking maybe I could use a visual representation of the ammo in the mag by having a set of bullets on the corner of the screen

#

and when shot, the shell would fall off

#

so 8 in the mag equals 8 on the screen

#

or is that too quirky?

#

it'd still have a counter to know the exact bullets tho

granite tusk
#

nah it's rad

#

it's a video game not a website UI

hazy sky
#

maybe add an extended HUD that adds the magazine visuals

pure jackal
hazy sky
#

actually can you show me because 8% battery

pure jackal
#

Let me find a sceee shot

hazy sky
#

sceee

pure jackal
#

It would change depending on the gun let me see if I can find SCREENshots of the others

#

It defaulted to the left corner but could be flipped on lefthanded mode to appear on the right

#

One moment let me clean this up

#

There

#

Game was cool

#

Dead N Furious killed solace

#

F

hazy sky
#

i sceee

#

looks really cool

#

especially dig the n-gage look

#

I might implement something like that as well,,,

#

I'll add the 1911 just to do a double stack ammo counter

#

actually did the mp40 use double stack?

pure jackal
#

I think?

#

Luger didn't

#

Garand and ghewer did

#

Mp40 mags are like 2x the length of luger mags but 4x the capamity so unless there was some nazi black magic going in I think it was double stack

hazy sky
#

yeah mp40 is double stacked to meet the 32 round capamity

#

what if I accidentally added the double mag mp40

polar jasper
dry spear
#

demo out NOWWWWWWWWWWWW

polar jasper
dry spear
hazy sky
earnest lily
hazy sky
#

what i really need to do is clip the bullets at like, 15

#

and smoothly move them down as they are being fired

#

sort of like a belt

#

and then when it's under 15, start running out of bullets instead of moving them down

#

because it's really fucking long like this

#

plus i'm going to put the weapon name on the side of the ammo strip, sort of like the stripper clip

merry lotus
wraith beacon
#

O shit it's out?

#

Congrats 🫡

merry lotus
#

thanks hatsu

wraith beacon
#

Is this going to be your last major Unity project?

hazy sky
#

shiiiiiiiiiiit we be peace walkin here

#

i think it was peace walker that had the sideways gun name

merry lotus
wraith beacon
#

🫡

wraith beacon
#

This isn't a request this is a demand.

gusty flame
#

okay

polar jasper
#

5-s but scary

keen bear
pure jackal
polar jasper
iron lintel
#

fishes

hazy sky
#

does it suck

#

be honest

pure jackal
#

needs the magazine/tube bg

#

it floating on its own is kinda weird

#

maybe for large magazine stuff have it split in half and the second half of the magazine behind the first half and darkened a bit?

hazy sky
#

what

#

i just realized something

#

timestamped

pure jackal
#

I don't remember that

hazy sky
#

yeah well me neither

hazy sky
#

so basically the things with magazines will dump the mag, the things like revolvers and shotguns will reload one at a time (visual only)

#

plus i have the other ammo counter if anyone finds this one annoying that is much more true to the OG medal of honor games

#

would be cool if i could somehow keep the empty casings in the counter for the revolver

hazy sky
blissful arch
spare scarab
#

box

frail peak
blissful arch
#

yea

#

i mean i could make a game like this

#

just not 3d

frail peak
#

that's fair

#

making a 2d game with opengl's relitivily easy

#

the only hard part is figuring out batch rendering

jade sonnet
frail peak
#

reletivily

hazy sky
#

man someone's making quake 3 in godot

azure flume
#

waste of talent

hazy sky
#

yeah like quake 3 is already pretty playable and shit on PC

#

but it's nice to see Godot being able to handle stuff like this

#

people often say how Godot is weak as fuck but it's not

azure flume
#

just make quake 5 in godot!

hazy sky
#

fuck off make medal of honor in godot!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

azure flume
#

that game already exists, make something new!

jade sonnet
#

fuck that, make ultrakill in the quake engine

#

it'll have accurate graphics to what v1 sees

fickle zinc
#

no

blissful arch
#

and i have the privilege of almost understanding how they work

azure flume
#

the privilege? Did you inherit the knowledge from your grandparents or something?

blissful arch
hazy sky
#

hmmm

#

I think I will redo my bullet visualizer stuff

#

so it can support spent bullets in the mag

#

for revolver purposes

#

plus a new ejection type so it's not always a mag dump

#

and a new insertion type so it refills the bullets instead of always dumping the bullets

pure jackal
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Go for it

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Fir a bolt action like the kar it'd be really cool for there to be 5 rounds going in from a stripper clip and excess rounds leaving
Like if there's been 3 shots fired, 3 stay and the other two go back up

merry lotus
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brand new test map for blood drive so i don't have to keep testing features in the first level