#general-modding

1 messages · Page 24 of 1

merry lotus
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i also discovered this brand new glitch where for some reason certain objects cause the player's collider to move while the player stays in place

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i'm assuming it has something to do with overlapping brushes

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nvm poked around and found out that it was this piece of code that teleports the player back to it's previous position if it moves through a brush between frames

hazy sky
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that seems kinda complicated

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at this point i spent more time on the HUD than the game itself

pure jackal
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Fair

desert shard
limber bramble
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bro you are prolific

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always making some cool shit

rough sundial
pure jackal
slate python
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mmmmyeeeees crystal rock buggg.,...,,,,.

hazy sky
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something's cookin,,,,

hazy sky
pure jackal
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BYOOODIFUL

earnest lily
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is this video a James Brown concert? because it got SOUL

hazy sky
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such a cute little gimmick

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never would have guessed it looked so good in motion

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later on i'll tie everything together with signals so the animations will dictate the HUD's actions as well

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did i mention i can control the speed of each bullet insertion and stuff

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everything is fully modular

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plus i can eject any of the bullets, not even in a particular order

pure jackal
hazy sky
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yasss

hazy sky
pure jackal
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It should go in by halves

hazy sky
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what

pure jackal
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Half in, wait a sec, rest in

hazy sky
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oh

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lemme see if i can tween that

fickle zinc
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you know what add rocket jumping

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rocket jumping needs to make a return in fps

hazy sky
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yea you can rocket jump

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with your ragdoll camera maybe

hazy sky
pure jackal
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@limber bramble BRO LOOK AT WHAT SOLACE HAS COOKED

hazy sky
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dinner served, bitchers

south tinsel
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reloading bottom right my beloved

limber bramble
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yeah that shit is cool

limber bramble
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the revolver reload is so juicy

azure flume
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Time to add some weapon animations!

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I know you totally love animation!

hazy sky
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I really fucking love rigging

hazy sky
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swear I'll get to it tomorrow

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need a breather for now

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might have to completely redo the arm rig

pure jackal
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May I see it

hazy sky
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see what

pure jackal
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The rig

merry lotus
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suggested by someone in the selaco discord server

hazy sky
pure jackal
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Is it the same rig as the one you did back in the first iteration of the project?

hazy sky
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nope

hazy sky
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okay so after 4 hours of dota 2

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let me boot up blender for you

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its not a complex rig though, but very in spirit of the medal of honor arm model

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here's the OG PS1 model

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shiiit

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might actually need to reshape the fingers a little bit

rotund garden
pure jackal
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that is not the rig that is the olde model

hazy sky
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the old model stops at the forearm

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this i made from scratch, got cool control bones and everything

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should adjust the finger shapes and add some more topology to make sure things bend well

hazy sky
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yoooooo godot engine update les goo

granite tusk
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ah for real

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4.2 ?

lapis sinew
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hello people i wish to ask how to compile .blob into .dll

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it is c# code

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i assume it has to do with visual studio but i have no idea what workloads are required

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ping me if you decide to give solutions

azure flume
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i guess 4.2.2 came out

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Any new features in it you are excited about Mr. Solace?

hazy sky
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i am no game developer, i don't know a thing about game engines

dry spear
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hey does anybody know how to make unity scenes exportable/importable back into a final build

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basically custom levels

rotund garden
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1 month

hazy sky
# rotund garden >1 month

plausible, a group of 5-6 people could easily make a cool game within a few weeks or months if they all know what to do

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also fuck full time jobs,,,

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i'm so tired, i'll probably leave the animation shit for the weekend when i'm caught up on my sleep debt

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side note did i show before

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this cool mgs vr mission project i had going on before

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basically a gridmap containing combinations of walls and floors

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later version i've done utilize two gridmaps, one for the floors, one for the walls

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now that i say that, i think i actually shown this off before

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but anyways its pretty cool

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i might get back to this if i burn out from the medal of honor development

dry spear
hazy sky
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there is no guaranteed process

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but let me guess you want to mod ultrakill

dry spear
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trying to make my game moddable

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but just custom maps really

hazy sky
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i'm 100% sure you can make your own packager and loader within unity without needing to extract and repack

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look at Ballistic NG or Unturned for example

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both are on unity, both allow for custom levels and assets to be loaded

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i'm 100% sure there are better ways to create an in-game level editor or map maker than bruteforcing the process. or the least you could do is supply an SDK so people can mod with greater ease

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but since it's unity, i'm 100% sure bepinex would help massively already

azure flume
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Do what ultrakill does, text based maps.

hazy sky
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it has custom maps?

azure flume
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Yup

dry spear
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all i need to figure out is how to "compile" a scene into an already compiled game build. So the game build would look for these "compiled" scenes in XYZ folder and use them

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or more like geometry instead of a scene

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liek the scene stays the same but it can load geometry during runtime from say an fbx file

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or like a prefab

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couldnt find shit online

hazy sky
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pretty sure you can write to and load from file

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open at least 30 pages of documentation

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that's what i do all the time anyways

wintry seal
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iam not a general mode

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r

merry lotus
merry lotus
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yeah

it's temporary

hazy sky
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so fucking tired man

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i'll just work on the sounds for now

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watch this become a theme for two weeks

pure jackal
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Hey any progress is good progress and good progress is pogress

earnest lily
merry lotus
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aside from the fact that func_plat isn't implemented, trigger_counter isn't implemented, some door pieces not moving, and light styles not having been implemented yet, quake e1m1 is pretty much completely playable in my engine

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oh and that secret door at the start is kinda weird idk why

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i wonder what i should do next

hazy sky
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anybody got a cool interior shader for godot by any chance

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i don't have to do it all myself do i

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hh

azure flume
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I didnt know either so I went with Godot

hazy sky
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fucking suck

hazy sky
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looks like a fishing pole

wraith beacon
hazy sky
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really not sure

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the first one actually looked better tbh

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gonna use the third person viewmodel instead

wraith beacon
# hazy sky

I know you aren't supposed to hold the Mp40 by the magazine but I generally find that sort of pose reads far better from first person.

hazy sky
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its not held by the magazine though

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just behind it

wraith beacon
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I know, I'm just saying that posing it so that it's held by the magazine generally looks better in first person.

hazy sky
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oh

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well

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where else would you hold it

digital meteor
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how do i fix this

hazy sky
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you cannot

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you have to live with this now

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live with the consequences of your action, or perish

slim lanceBOT
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@novel elm, please keep all discussions in English.

hazy sky
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i think the arm rig is done

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now to unwrap,,,

hazy sky
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it'll do for now

dry spear
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buffed the grenade launcher

hazy sky
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guys

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i really really really need some help

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i have no idea how to set up the workflow on the arm rig for example

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sure i will have an arm that i'm gonna use within the game

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but i don't think every gun should have a new instance of the arms

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do i animate every gun with the arm rig and then export the animations?

dry spear
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thats what i do

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have a unique instance of the arms for each gun

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then disable/enable it accordingly

hazy sky
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bruh

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why would i create new and new rigs when i already have one

dry spear
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im just telling you the way i do it, and it works, no performance hits

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for ik rigs all you need to do is reposition the rig ends points and youre good to go

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but maybe its different on godot?

hazy sky
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not sure

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never fucked with it before

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i hate low poly modeling

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so fucking much

earnest lily
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using my personal project as a practical example.

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Linked library for weapon and one for arms

hazy sky
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informative

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guess i gotta set up some variables inside the gun scene

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and pick animations based on that

earnest lily
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not sure how Godot flows but I pass the animset as a struct in unreal engine

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the arms "morph" accordingly for lack of better term

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the cool advantage of this system is that you can easily swap out arms

rugged canyon
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Which game is the best place for me to start making mods?

earnest lily
earnest lily
rugged canyon
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okay

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i'm very stupid

hazy sky
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came out gold by accident

earnest lily
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kino

hazy sky
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so after a bit more normal map tweaks it is done now

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lets see how it looks like in godot

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it can use a little tweaking but it's close to finished

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that barrel looks sloppy as fuck

hazy sky
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pretty content with this outcome

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man

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playing with the normal maps

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i'm really thinking about ditching the prebaked lighting

muted stirrup
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ngl though, as a still shot

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looks decent

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no idea how it looks in motion

hazy sky
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the same as in the still shot

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(still not animated yet)

muted stirrup
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id keep it as the final one for now then yeah, still better texturing than i could do lol

muted stirrup
# hazy sky

is it bad that i want a variant like this? beegpog

hazy sky
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might be

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never out of the question tho

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i'm planning a very cool trophy system that allows for multiple replays

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basically you collect some collectible souvenirs and you unlock certain stuff

muted stirrup
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oh nice, and yeah that be a cool and kinda organic way to reward the player with such catsup

hazy sky
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or like in goldeneye 64 where you could unlock cheats

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same principle

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okay prebaked lighting is NOT ditched

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will keep the shiny factor to a minimum tho

hazy sky
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who won

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you decide

fickle zinc
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the left

hazy sky
azure flume
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needs a visible ragdoll flying around at the same time!

muted stirrup
azure flume
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Yes!

cunning wing
hazy sky
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chat what is happening on my screen

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what is this chat

hazy sky
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how

pure jackal
hazy sky
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unfortunately it is 4 am

pure jackal
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GUH

pastel wharf
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He cooked

hazy sky
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i just realized that at one point i'll also have to rename the guns

wraith beacon
hazy sky
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nice particles

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are they all particles suspended in the air and scatter once you shoot them or

wraith beacon
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It's vertex shaders.

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No physics, no particles, just a static mesh that has pivots store in the uvs and is then sent a time and location value for the actual shattering.

hazy sky
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how the fuck can shaders create 3d objects

wraith beacon
hazy sky
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oh

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thought it was a texture

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and it would automatically cut out any hexagons

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using a sort of mask or threshold

wraith beacon
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Nah it's all prefragmented.

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Vertex shaders aren't smart enough to do that.

wraith beacon
earnest lily
hazy sky
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made the cool vector logo for the gun

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and yet, it was all in vain,,,

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wouldn't look too bad if the surface area was bigger

hazy sky
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I really have to further simplify the model,,,

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if I didn't have to texture the other side, I'd win so much more detail on the other side

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but the substance painter as we know it, is a fucking pussy and won't bake the maps if your model is Payday 3 levels of done

wraith beacon
hazy sky
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as in?

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of course it would, it's part of the gun tbh

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but if it looks like a scrambled set of pixels then it's not implication, it's just mess

wraith beacon
hazy sky
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nah tho I really have to redo the unwrap or seam the model better because this is at 512 resolution

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the MP40 for example is a 256 texture

hazy sky
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and it looks even better detailed

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problem is, the MP40 is pretty round

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it's easy to unwrap and staying organic

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this is a big rectangle

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with a pipe and a broom handle extruding on each side

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I could mirror the handle

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that would give me some more space

wraith beacon
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Do try and keep texel density between props consistent tho or I will be mildly annoyed.

hazy sky
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it is consistent

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it's just the tiny details that look the worst

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because of even chunky pixels

granite tusk
wraith beacon
granite tusk
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pov you're a hamster and you're in a cardboard jail

wraith beacon
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Lol lmao

hazy sky
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let's say it's done

pure jackal
pure jackal
wraith beacon
thorny iron
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H

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H

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H

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H
H

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H

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HH

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H

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H

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oops

pure jackal
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what

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anyways uhhh

drowsy escarp
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How in the hell do you handle weapon movesets for beat em ups/hack n slashes in godot?

hazy sky
hazy sky
hazy sky
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okay chat what do we think now

earnest lily
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achtung

hazy sky
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okay so

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added the final details as well

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we are finally there

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RTX footage

earnest lily
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12 rounds?!

hazy sky
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misinput

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only wanted 10

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now to move onto the sounds...

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what if it sounded similar to the RE4 original's Red 9

hazy sky
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how does this sound like

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i may ditch the entire arm rig deal though, each set of guns will have it's own arm

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and that's the end of it tbh

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i'll figure out another way to skin the arms to new textures or models if you have a different player model

hazy sky
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what if autofire

earnest lily
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you're missing a super micro tiny detail

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🥺

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the top half is supposed to travel backwards ever so slightly

hazy sky
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i did notice it was on a sort of rail when modeling it

earnest lily
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otherwise me likey, already has some nice flow

hazy sky
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no chat i'm not going to go back, modify the rig, import the thing all over into godot just to animate the top part nudging back slightly when firing

earnest lily
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boooo

hazy sky
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what if i decoupled the top part from the model and animated it using a tween that has a random float so the bouncing is always different

earnest lily
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kino

hazy sky
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ignore the arm model, created a new one that looks similar but i still need to fucking unwrap it and shit

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i might have to reduce the hand movement a bit

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but i like it's cartoony movement

blissful arch
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not much but i changed the input class to output a movement vector (wsad) along with the camera rotation (mouse)

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ofc z position changes with qe independent of the camera rotation

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and camera rotation is applied using quaternions

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all using glfw

hazy sky
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okay so made my own hand texture

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some inspiration from medal of honor

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although it is slightly higher poly than the OG

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lemme cap a quick comparison

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first one is the OG, the c96 one is my own model, own texture

azure flume
# hazy sky

needs more rotation, barrel doesn't rise high enough, looks super strange

pure jackal
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Solace my man you have mastered an aesthetic I dub "rose tinted glasses"

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That looks as good as I rememver MOH guns looking through my nostalgia of playing the games 15+ years ago

azure flume
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that's not how recoil works

hazy sky
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one major difference to the old arm is that mine is fully modeled cinematic mod style

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also hand painted

hazy sky
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its supposed to look good

azure flume
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why not both

hazy sky
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but you know what, i'll add in some spin just for you

azure flume
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im not asking for realism, im asking for not completely breaking the laws of physics

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It still has to look "believable"

hazy sky
earnest lily
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Oh I just saw the new clip

hazy sky
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obviously, it's my own art style on both the gun and the hand

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there isn't a clash like with the old hand new gun

earnest lily
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for the recoil animation, I'm tempted to make a suggestion so that the weapon motion reads better

hazy sky
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i'm listening actually

earnest lily
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let me sketch it out

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Give reducing the vertical motion of the hand a shot

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and try substituting some of that jump with some wrist pivoting

hazy sky
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let me visualize the problem

earnest lily
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the main thing I see is that since it jumps up and "moves out of the eye-area" - as I call it - as soon as you pull the trigger, you kinda don't get to catch the bolt going backwards

hazy sky
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but yeah i get what you mean

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i'll give it a frame or two down time so you get to see the bolt

earnest lily
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ohh I see is the arm static?

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then yeah try the layered approach and perhaps delay the vertical jump actually

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still I really like where you're headed. Gives it some nice liveliness without being overblown

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and I really like how you're paying homage to the offscreen reloads

hazy sky
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problem is i have no idea how to use bezier keyframes with bones in godot

earnest lily
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I see, are you animating inside godot itself? I never actually tried that

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I know Unreal lets you mess with keys and save it out to animations

hazy sky
hazy sky
tropic token
earnest lily
tropic token
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Just the arm with a gun

hazy sky
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let me try a different placement

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okay so

fickle zinc
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eh its decent

pure jackal
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Now its too little

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You can't add a wrist bone to the rig?

hazy sky
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maybe

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but then i lose the capability to add easing in godot

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man

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why are the animations inside blender so choppy

earnest lily
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couple of three things

Framerate, constant interpolation

hazy sky
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that is literally the only reason i'm not animating inside blender

earnest lily
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it's a really long topic to get into but most games are animated at 30fps and the engine interpolates between frames so they don't chop at 144fps or whatever you're rendering them at

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clicky this little fella

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put the bwoy at 30fps

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these are the Real New Blood Discord Regular Fact Checked settings I use ( clip taken from my personal first person thug'em'up )

hazy sky
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i did set it to 30 frames

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would be cooler if it automatically interpolated to 60 tho

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it distracts me enough to not want to use it

hazy sky
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okay so

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importing everything into godot returns errors to me

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"bone contains unnormalized quarternions"

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i have no idea what that means

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someone give me a hand because i have zero fucking idea how to put the hand in the arm inside blender

hazy sky
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okay so before i delve any deeper, this might be a point of reconsideration in terms of the animations implementation

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any help is more than welcome because the whole godot-to-blender process is gonna be so fucking wack

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like before, i could just pause the scene, edit a few keyframes, restart the scene but now i gotta export like 452 times to make sure it looks good

hazy sky
merry lotus
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some ideas for the gloomwood dungeon crawler

i don't know if they're good or not (especially the quick time event thing)

pure jackal
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Dae or fbx

hazy sky
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wym fbx

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Godot outright discontinued support for fbx since 4.x

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gltf2

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I love doing rounds though, just saw at least two other games in the Godot discord server using a simulated magazine on the side as well

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by the time my game comes out, it'll be a cheap knockoff

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sort of like unrecord

granite tusk
hazy sky
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dungeon based crawler

hazy sky
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is there a way to reliably animate in 60 FPS inside of blender, so its smooth and then export in 30?

hazy sky
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WHY

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whenever i set the pistol as the bone attachment, it just flings 90 degrees down

azure flume
hazy sky
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i have 0 idea why it's overwriting the rotation here

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the problem is, the animation player is constantly settings it's rotation back

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no it's not even that

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something else is fucking it up

hazy sky
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i cannot figure it out

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bet y'all said "yo lets prank this fucker by making him troubleshoot the most easily overlooked problem ever"

wraith beacon
hazy sky
pure jackal
pure jackal
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Back interpolations really good for snappy/punchy movement

wraith beacon
pure jackal
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😠

hazy sky
earnest lily
pure jackal
# hazy sky

I think the movement of the hand going back from recoil should be faster

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give it a try?

hazy sky
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as in?

pure jackal
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bit faster?

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specifically the frames of the hand going backwards from the recoil, not it returning to the resting state

hazy sky
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it is already faster

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let me see a bit later i'm mixing sounds for the next gun

pure jackal
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Okay

hazy sky
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fuck

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wait

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feels a bit better with the kick of the first gun just you wait

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okay fuck wait again

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now its the correct video

azure flume
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Looking pretty good!

hazy sky
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thanks

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finally got everything working

azure flume
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The empty trigger pulls move the weapon a bit too much, perhaps cut that distance in half, if the weapon moves that much without recoil your aim must be really potato heh_heh

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I mean the movement in left-right direction, not the other directions

hazy sky
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i mean you're not COD johnson

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that's the plot of the game

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you're a resistance member, not a trained fighter

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but i'll tone it down

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i just had it extra heavy since its a double action pistol

azure flume
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trained or not, weapons behave similarly no matter who pulls the trigger

hazy sky
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did you try pulling a stiff trigger before

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that shit is hard

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plus its more about visibly telling the player that they are out

azure flume
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I've pulled all kinds

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None made me aim at the dude on my left

hazy sky
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well, this will kekw

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i'm just so fucking lazy to import it again and set up everything

earnest lily
hazy sky
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love the misfire at the end of the video tho

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gotta make some checks to see if i can fire again or not

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even though i'm already doing that tho

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got some bigger tasks at hand tho

hazy sky
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i really hate drawing hands

slate python
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I really love drawing hands <3

merry lotus
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why draw hands when you can just do this

hazy sky
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realized the hand is hella out of proportions

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probably why i cannot make it look good

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the palm looks so good like

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and then there's me trying to figure shit out on the other side

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why does it look so bad

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am i stuck in an eternal hell of drawing hands

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like fuck man, the other arm model was much more complex shaped and that came out perfectly

pure jackal
# hazy sky

Where's the bullet confetti from the gun itself

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And I think an issue is the fingers are a lil too lonf?

hazy sky
hazy sky
pure jackal
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😦

merry lotus
hazy sky
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also cannot make it eject one at a time

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unless i just instance a new scene every time i fire

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chat

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how the fuck do i remove changes i made in pose mode

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i cannot clear user transforms

pure jackal
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Control Z

rough sundial
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Had to use TTS at some point

earnest lily
hazy sky
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didn't try yet

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saw what the hands looked like when trying to pose them and got dissatisfied

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i'll redo the entire thing

merry lotus
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making a font atlas for blood drive (which i'm now considering calling Dead End)

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is there a better way to do this? right now i'm assigning each character in my atlas a specific index which will be used to find the letter on the atlas

hazy sky
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man

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where do you even find good fonts like that

merry lotus
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i made it myself with some references from the quake 1 font (mainly the A and the X)

sly ocean
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What if you made a string "ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890"? then you simply get the string at that index (eg. string[8] to get 'I')

merry lotus
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oh that's a good idea

thanks

sly ocean
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👍

merry lotus
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i feel like i'm getting somewhere

hazy sky
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i just realized i don't need a new audio stream player in godot for every new sound

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you can literally change the sound on the go with an animation player

merry lotus
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it's kinda working

sly ocean
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What game is this?

merry lotus
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my own game

sly ocean
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oh neat!

merry lotus
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name is undecided but I'm either going for Blood Drive or Dead End

sly ocean
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Do you use unity?

merry lotus
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I did

and I still kinda do because I'm working on a gloomwood and a fallen aces fangame on the side

this is made using Java and LWJGL though

sly ocean
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ah

merry lotus
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fixed aspect ratio + centered text that only works for this string only for some reason + symbols

limber bramble
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hell yeah font rendering

limber bramble
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more informative of what the game is perhaps

pure jackal
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DEADИƎ

slim lanceBOT
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@pure jackal, please keep all discussions in English.

pure jackal
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Damb

rotund garden
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Humble Bundle

This bundle is packed with video courses to teach you essential Blender skills, from modeling & sculpting, to rigging and animation. Your purchase helps charity!

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15 dollars

slim lanceBOT
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@granite lintel, please keep all discussions in English.

hazy sky
#

@slender knoll can you work some magic on this fool

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ok nvm

slender knoll
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pussy in bio

azure flume
#

or deadiz?

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yeah, perhaps use english letters

azure flume
hazy sky
#

wym

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it is loaded inside the animation player

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did you read what i just said

hazy sky
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man

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i really have to redo the entire arm

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i asked people on how to limit a sound's sample rate to 22050 and they listed me 53 complicated methods on how to do so like using a limiter or an EQ to filter out any sound above a certain hz

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then i found the option to do it in two clicks inside fl studio

hazy sky
#

plus the slide slams shut at the end of the anim

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problem is, it won't be so easy animating the bigger guns

earnest lily
#

Brothers in Honor : Road to Kino

hazy sky
#

i still haven't figured out a name yet

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got something like Dawn of Defiance or something but i was like meh

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lame

hazy sky
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the hands do not reset though

earnest lily
#

let me reiterate how much I genuinely appreciate you taking all the feedback in, in spite of frustration

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👑

hazy sky
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i really like feedback, it's how we improve

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it's another thing trying to juggle ALL of the feedback and find a middle ground to please everyone's suggestions

azure flume
hazy sky
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exactly

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just sounds like day of defeat

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like who remembers that game

azure flume
#

I remember the name but that game was very similar to like 10 others and I have no clue which is which

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I love 'Blood Drive' though, great name!

hazy sky
#

yea

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reminds me of Harvester

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jerma live action game from the 90's

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oh

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okay i could delete the pose now

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i had a sneaky keyframe at 0

#

i fucking suck so much at weight painting it's almost comical

hazy sky
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is there some way to make the rig keep the volume of itself?

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like for example when rolling the wrist, it becomes extremely creased

hazy sky
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chat im gonna download an arm rig idc at this point

jade sonnet
#

real

hazy sky
#

after like an hour of weight painting i decided fuck it and simplified the model

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except i didn't see i deleted half of the palm

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then mirrored the model to make it whole

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and realized like 30 minutes later

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and my last save is like 2 hours ago, before any of the weight painting

azure flume
#

I too love blender beegpog

hazy sky
#

start from square 1

pure jackal
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Nah man pass me the blend let me try

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In like 3 days

merry lotus
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trigger_counter functionality (try to ignore me falling through the floor at the end i removed a part of the player controller code a while ago and forgot to add it back in)

pure jackal
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Bruh

hazy sky
pure jackal
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Okay

hazy sky
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I think I figured out why it looks off though

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took a closer look at the original models and my hand model's fingers are equally thick

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they look like a shovel

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also holy fuck man

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people from different discord servers are hyping my game up now

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shit's getting real,,,

rotund garden
hazy sky
#

really makes me wonder why aren't there more like it

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its not like a new idea, the core gameplay loop is pretty simple

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then again, calling an fps game moh-like is kind of a vague term

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what defines moh is the overall playful feel and essence of the game

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maybe playful is not the best term to describe it, but it's not like extra gorefest with hyperrealistic weapon animations

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also @pure jackal i'll send the arms tomorrow, was hella tired tonight and i feel like if i started working on it again i'd just stay up until morning

earnest lily
hazy sky
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i feel ya

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but i have the one difference of having the PS2 rtcw closest to me in the series

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and 2009

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in this order probably

pure jackal
#

Wolf09 was my first wolfenstein game

hazy sky
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it was REALLY good though

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or at least i really liked it

pure jackal
#

It is really good

hazy sky
#

simply the feel and vibe of the game is just unmatched still to this day

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it essentially boils down to first person indiana jones and i really love it

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doesn't help the fact that me and my cousin watched the entire indy saga that same time

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wolf09-like next,,,,

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no not really

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if i were to develop the game after this one, it'd probably be the beat em up type game i wanted to do first

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streets of rage + god hand + fighting force + 3-4 player co-op is a good match i think

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also i'm not sure if anyone remembers, been a while i showed it off but the main menu has a co-op option in the mohlike game for a reason,,,,

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developing it with split screen co-op in mind

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i know jack shit about networking though so that'll be probably sorted out later

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but i feel like through the steam share play/parsec, the multiplayer campaign can be a good deal

azure flume
#

Why is wolf09 not back on steam yet, microsoft owns all the rights to it now 😦

hazy sky
#

they're just not sure they would make any profit off of it now i guess

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you know it costs money to list a game on steam

sour bobcat
#

anyone do mod commissions? for ultrakill

pure jackal
sour bobcat
merry lotus
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model didn't really come out the way I wanted but good enough imo

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inspired by the dance with the dead out of body album art

limber bramble
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hell yea

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i like its ghoulish pose

azure flume
spare scarab
azure flume
#

How could a shitty game from 2009 possibly earn that back

spare scarab
#

"shitty"

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you are my mortal enemy

fickle zinc
#

and its going to

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100 dollars is not alot to earn back

azure flume
#

No, nobody will buy it.

fickle zinc
#

you sure about that

#

lets see what general has to say

azure flume
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you should ask ultrakill

hazy sky
hazy sky
spare scarab
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I would buy it

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I didn't even know it was on steam till it was delisted

blissful arch
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finally got some models into my engine

merry lotus
#

clearer view of the stitch model

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yes the hands are thumbs are intentionally supposed to be on the wrong side it's not like i didn't notice until i was animating it or anything

merry lotus
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what are you making it in

blissful arch
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oh sorry

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opengl

merry lotus
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what language

blissful arch
#

c

merry lotus
#

oh sick

blissful arch
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it's actually really nice

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one thing i don't like is how i have to handle arrays using pointers

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which leads to me storing an array "start" position in memory and the array length

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and unless i wanna reallocate memory every time i add an element then i have to stick to that

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but really that's the only hard part about it

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everything else is cool

tranquil oracle
#

Yeah it's pretty much unavoidable in C

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Since there is no real array type, it just decays to a pointer

unique trellis
blissful arch
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i wouldn't call it that yet

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more like a renderer right now

blissful arch
#

it's even more renderey now

hazy sky
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no way

strong stump
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What’s the mod that has the “mayo%” thing in the sidebar. I like it but I don’t know what it’s called so I can’t mod my ULTRAKILL to have it I know it has more than mayo% I just forgot what it’s called

strong stump
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Ah no, thx

hazy sky
#

also reworked a lot of stuff in the background to make things clearer plus decoupled plenty of stuuff

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(there's a target_node variable that allows for destruction, i'm just lazy to add a giant hole in the wall)

fickle zinc
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i was thinking what if you added wolfenstien elements to the game

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also like how side missions in medal of honor had like scifi elements

hazy sky
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i am thinking about that

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SOME scifi

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the bonus campaigns will have stuff that are too wacky for the main campaign though

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like outright joke campaigns

merry lotus
hazy sky
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i love it when godot has a breakpoint before it can load any graphics

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i like the art style ngl

hazy sky
hazy sky
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oh, new material for the revolver plus the shell casings, they really tie the gun together

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oh yeah

earnest lily
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can't wait to watch you blast nazis

hazy sky
#

i wanna do a demo sometime in the future

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just polishing up whatever i can before adding the enemies

earnest lily
hazy sky
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i really think a month or two is all i need to properly tie up everything into a playable state

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depends on how much time i'll get after work hours

azure flume
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you are underestimating the amount of work proper enemy ai takes lol

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took you a year to get this far and now you think you can finish in a month?

hazy sky
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it took me at least 3 weeks to get here

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where do you think another 3 weeks will get me

azure flume
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redoing stuff you have done before takes far less time than making new stuff

hazy sky
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bruh

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my last try didn't have half as many stuff as the recent one

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everything is done differently, more efficiently, and new as well

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i'm taking everything i've learned so far and implementing, while learning new stuff

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i mean sure, on the screen, not much is visible from all these changes but when you lift the hood, everything is different

hazy sky
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this might be it

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deforms much nicer

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unwraps better as well

hazy sky
#

chatum

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i'd like your opinions

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why does this look so shit compared to the palm

hazy sky
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kinda better

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can't imagine the shit that ancient devs had to go through just to texture a simple hand

merry lotus
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which enviroment textures look better

pure jackal
pure jackal
azure flume
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never liked dithering

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but i guess its better than piss filter games

hazy sky
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bruh

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my rig worked fine until it didn't

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after i added the IK and controller bones, the fingers distort all over the place

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why

fickle zinc
hazy sky
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like i said, it worked fine before

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i didn't touch it since

fickle zinc
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do any of the bones have similar names

hazy sky
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pretty sure it should do that

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same rig but without the IK shit

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i might just say fuck it and animate it without IK,,,

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like this is giving me way too much trouble once again

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following the fucking tutorial step by step over and over and it literally behaves all over the place unlike in the video

earnest lily
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did you add a second set of bones for IK ?

hazy sky
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second set of what

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no i didn't

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the tutorial doesn't anything like that and it works fine for him

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i tried using the rigify addon but i said fuck that halfway through because it added so much shit, and removed my finger bones entirely

fickle zinc
hazy sky
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yeah, the armature

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didn't generate the rigify rig

fickle zinc
hazy sky
#

metarig

fickle zinc
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wait did they remove rigify in blender 4.1?

fickle zinc
# hazy sky metarig

well i cant really access meta rig since i think they might have removed it for blender 4.1

hazy sky
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enable it in addons

fickle zinc
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turns out they might have disabled it

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so are you trying to use an entire pregenerated skeleton from metarig

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or are you trying to make your own

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like if meta rig isnt working i would maybe suggest mixamo or accurig

hazy sky
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mixamo for what

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its an entire left arm

pure jackal
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mixamo would do worse

hazy sky
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plus the problem is that mixamo needs an entire model

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and it doesn't do an accurate weight paint

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rigify isn't the problem though

merry lotus
#

reworking the gloomwood dungeon generation system

again

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i'm making it so that every room is a prefab so that decoration is easier and support for multiple room sizes

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the way that it works is that it generates the starting room, generates a random number of exits from the starting room, and iterates over every exit and adds rooms until we meet the amount of rooms we specify

after all rooms are generated we block off exits that we didn't use

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at least that's how it works now it might change in the future

rich burrow
#

ultra ricoshot with a shotgun

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when

merry lotus
#

obviously I'm gonna keep the levels smaller than this but it looks cool

cunning wing
#

1/1,000 chance to be cast into the megaconstruct

wraith beacon
granite tusk
#

looking coool

hazy sky
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I kinda wanna have proc gen levels in one of my side modes and it would be cool to have some understanding of it

merry lotus
# hazy sky can you elaborate on the logic you used here

so each room is a prefab that has a bounding box that's calculated using the min and max of all the mesh collider's bounds in the room (this'll be explained later)

each room has a set amount of exits, each exit has the point where the exit is, which direction it's going, and a GameObject that blocks the exit, the reason for which will also be explained later

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the level generator has an array of rooms, and the first index always contains the room that'll be spawned first

the level generator spawns that room at the world origin, and then chooses a random number between 1 and 4 to choose how many rooms will protrude from the starting room (this was added because a bunch of seeds only had one chain of rooms coming out of the starting room)

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after spawning rooms around the starting room, the level generator then chooses a random room to grow from, and it chooses a random exit to check

the level generator spawns a room at the world origin and then based on the direction of the exit we chose, chooses the exit in our spawned room that's the opposite direction, and then translates the room based on that position (i did the translation using this)

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after the room is placed, we check the spawned room's bounding box with all the bounding boxes in the rooms we've spawned to check for overlaps
if there are overlaps, then destroy the spawned room and try again at a different location
if there isn't, then add the room to a list of rooms that we've created for testing bounding boxes with other rooms when they're generated

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after we've generated enough rooms, then bake the navmesh and iterate over every exit and if it isn't connected to another room, enable the blocker we set for that exit so that the player can't go out of bounds

and that's pretty much it

hazy sky
#

new font chat

slim lanceBOT
#

@jovial trail, please keep all discussions in English.

hazy sky
hazy sky
#

hmmmmmmmm

#

there is potential

#

however i need to redo the texture a little bit to look more organic

#

chat

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now is the deciding point

#

should I break tradition and have complex reloads

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e.g sequential reload for shotguns, one in the chamber mechanic, "tactical" reloads

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or have shotguns reload all at a time regardless of ammo in the tube

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and have no empty reloads

azure flume
#

How does the game you are emulating do it?

#

And do you feel that it's not good in the original game and needs a change?

hazy sky
#

listen

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I already made a fully working cylinder mechanic for the revolvers

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at this point I might as well go big or go home

#

that's just me, that's why I'm asking for feedback if it's too much or not

#

I like little details

azure flume
#

Going big is always the better option!

#

(I have not played the original game so I have no clue how it's done there)

hazy sky
#

@pure jackal mfer I need your opinion or else

hazy sky
#

shotguns load all at once, no empty chamber reloads etc

#

@wraith beacon are you on

#

can you gimme some tips about two handed weapon anims

#

i want the left hand to grip the gun, but also be able to let go so the weapon doesn't follow it anymore

#

hatsu is not online,,,

#

we are all doomed

hazy sky
#

@earnest lily you on?

#

fuck

blissful arch
#

just got basic materials working (texture + tint)

hazy sky
blissful arch
#

not sure what that means

#

you mean per mesh animations?

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instead of on the whole model?

hazy sky
#

i wanna do two handed animations but the tutorial i followed separates the gun and the arms

blissful arch
#

well to answer the three questions at once i can't do animations yet no

hazy sky
#

which wouldn't be a problem but the gun influences the arms when firing, so i would have to call two animation players inside godot just to fire once

blissful arch
#

i haven't really done importing models with a parent-child relationship for each of the meshes

hazy sky
#

yeah

blissful arch
#

instead i just have a vertex buffer which i pipe into opengl

#

is self advertising allowed here

hazy sky
#

depends on what and how it is advertised

blissful arch
#

github repo

#

lol im not even sure if im ready for "advertising" i don't even have basic lighting

pure jackal
#

If you want to have fancier reloads (empty and non-empty) its ultimately up to you on how far you want to take the "lost medal of honor 3" aesthetic behind the game

#

If you want to keep in style with the psx limitations you could try and make it have one reload animation but have the gun return to idle for a single frame before the "chambering" part and simply have the non-empty reloads not play the full animation, though idk how that would look

earnest lily
#

👁️

hazy sky
#

why not 🔫

earnest lily
#

.

hazy sky
#

.

earnest lily
#

Anyways.

#

did you figure it out? peepoblush

#

I got some time to spare

hazy sky
#

well, kinda

earnest lily
hazy sky
#

parented the gun to the arm rig so they're still different objects

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and set the gun to be a child of the arm rig's root

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and set influence here and there

#

not sure how viable it's gonna be

earnest lily
#

Fair enough - you're on the right track I reckon. I usually have a "grip" bone in my arms rig and parent the weapon's root to that, so I can swap hands n shit in animation

#

like yeah if you need to have weapon mechanics and stuff you still need two separate animation calls but at least the gun won't float

hazy sky
#

i kinda only have one arm here

#

the left

#

you won't see the right hand anyways

#

and if anything i can just reuse the pistol's arm

earnest lily
hazy sky
#

my brother in christ i have never animated SHIT in blender before

#

this is my first exposure to any lively animations

earnest lily
#

Gotta be out here googlin man

#

u feel me?

fickle zinc
#

oh

earnest lily
#

I have to go in 2 min otherwise I'd try and sum it up in a quick video

hazy sky
#

no worries

#

maybe i'll figure it out tomorrow

earnest lily
#

but Bone constraints / "Child Of" constraint / "copy Transform" constraint is a good start for some reading

hazy sky
#

child of is working right now

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only problem is making the magazine a child of the hand is kinda finnicky so far

#

its like the movements are applied twice

#

so i guess i'll animate it separately or something

earnest lily
#

I think I know what you're running into - the weapon is parented to the arms you said?

hazy sky
#

yeah

#

and using IK

earnest lily
#

yeah I think you're getting double transforms due to the hierarchy

fickle zinc
hazy sky
#

might be

#

but i think i can make do

earnest lily
#

I had something similar with character models wher IK controllers were children of the root, and I made them follow the spine using constraints

hazy sky
#

why is this stupid gun so fucking sexy

hazy sky
#

i will IK rig the gun 💀

rough sundial
merry lotus
#

interactable objects

you can click on an object when you're near it to interact and if you click on it from a distance you'll move to it and then interact with it

hazy sky
hazy sky
#

what if

#

split screen prop hunt

#

and when you lock in your spot, your screen turns to a CCTV camera feed somewhere on the level

#

you'd essentially have to beat your friend into submission to not peep while picking your spot tho

hazy sky
merry lotus
hazy sky
merry lotus
rotund garden
hazy sky
merry lotus
pure jackal
#

THE STITCH ARE BALLING
I REPEAT
THE STITCH ARE BALLING

merry lotus
wraith beacon
blissful arch
azure flume
#

No modders to be found

dry spear
blissful arch
blissful arch
#

im fucking goated

hazy sky
#

i'm fucking floated

#

holy shit

#

looking at it like this, it was brutal

#

i never could expect gore from Medal of Honor

#

dude straight up gets torn apart by explosions

#

plus holy fuck the combat looks more like timesplitters here

pure jackal
#

HE'S DOING IT

pure jackal
#

Wonder why they cut that

limber bramble
#

glorious

pure jackal
blissful arch
#

custom material properties

granite tusk
#

drafting my 4th level, this takes time

hot sequoia
hazy sky
#

and that only the spent casings are ejected

pure jackal
#

No whaaa

hazy sky
#

bruh

#

I had a video here where I load 3 shells, click dry fire and the bullets actually travel one chamber adjacent

#

so yea indexing works

hazy sky
#

ignore the 4x fire rate modifier

#

imagine if I added an arena mode with quake controls and powerups like quad fire rate

#

no reload for a while

#

double projectiles

#

actually I would merge no reloads into 4x fire rate tho

#

just make it drain your reserve ammo first

#

the first thing I'll do after I implemented the enemy AI is recreate NUTS inside my game

#

say auf wiedersehen to your nazi balls

blissful arch
#

i also have some opentype properties enabled

hot sequoia
#

Huh is it really? The letters seem vastly different to what I see in Rider, interesting. Yours seems to be more "curvey" like with ls and such. Not sure how to describe it haha.

blissful arch
#

yep that's the opentype properties i enabled

#

not sure if rider supports them, but these are the ones i have enabled:```json
{
"zero",
"calt",
"cv02",
"cv03",
"cv04",
"cv05",
"cv06",
"cv11",
"cv14",
"cv15",
"cv16",
"cv17",
"cv18",
"cv19",
"cv20",
}

hot sequoia
#

Seems like Rider doesn't have settings for opentype properties, how sad :/

merry lotus
#

why does transparency have to be like this

warm reef
hazy sky
#

or alternatively use add

merry lotus
#

because i don't think it would look good with this texture

merry lotus
#

oh wait

#

nvm i misunderstood you

hazy sky
#

maybe

merry lotus
#

but I don't think that would look good either

hazy sky
#

ok

#

alpha scissor

#

or cutout

#

not sure what's the name

pure jackal
#

Alpha blend

hazy sky
#

you're alpha blend

pure jackal
#

I'm alpha bland

hazy sky
#

think i downloaded the wrong underground