#general-modding

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slender knoll
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it's like building with legos

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had a discussion about this ages back with vriska when he was making dusk maps

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dude made prop guns out of brushes and it was so fucking good

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among other things

pure jackal
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I need to get back into jack

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gotta jack back in

slender knoll
pure jackal
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oh no

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you bought it fear

slender knoll
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automatic config, eh? yes please

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setting this thing up was a fucking pain that much I can remember

pure jackal
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send me a screenshot of the UI for the paid version, I wanna see if it literally is any different or if its just the same but expensive

slender knoll
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also wtf gunman chronicles mentioned

pure jackal
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that same auto config pops up in the free version iirc?

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maybe without the icons but I know that it asks you to point it to quake 1-3 and hexen

slender knoll
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:ASD:AS:DAS HAHAHAHAHAHA

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I already paid for this software you dont have to advertise perilous warp to me

unique trellis
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Oh it does that in the free version too dw

slender knoll
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no doubt

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hold on let me see if I can member how to build a shitty house

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lmao good ol wasd + arrow keys to move the camera around

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no middle mouse to pan around or anything

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I mean I can probably set this shit up but see if I can fucking bother

unique trellis
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You can press Z to move the camera around

slender knoll
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thanks

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good to know

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oh my god I can still member shit

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wait where's snap to grid lmfao

pure jackal
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at the top

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theres 3 grid options

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look for the grid with 3d, and it'll be next to that

slender knoll
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trying to apply textures to a whole brush but ur dum and just picked one side of it ๐Ÿ˜‚๐Ÿ‘Œ

slender knoll
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here's the shitty house I promised you

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no idea of proportions

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its probably way bigger than randy's proportions were in his duke maps

pure jackal
slender knoll
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I suppose the paid version is like the newest patch or some shit

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or ur not supposed to make paid products without paying for the software or some shit

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anyway 15 bucks for a comprehensive level editor really aint that bad if you have looked at the general pricing of software

unique trellis
slender knoll
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think I just used to eyeball that in relation to the size of spawn entities

stiff thorn
sharp vortex
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Wish we had programming channel around still, o well, this is close enough

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I wrote six letter wordle in monogame

blissful arch
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nobody talks enough about how cubemaps fucking suck this is absolute bullshit

hazy sky
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I did a few full fledge csgo maps but didn't upload them and forgot to back them up, I only have the shitty incomplete versions of it so yea

hazy sky
slender knoll
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yeah I couldve made windows but nah

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even see if I can member how to make a hinged door

hazy sky
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me when func door

toxic hemlock
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me when func vehicle

slender knoll
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hey at least the house isnt a solid block I actually made walls

hazy sky
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func detail goes hard

unique trellis
hazy sky
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how does it work

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single point of raycast?

unique trellis
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Haven't checked that out yet but I should probably do that

unique trellis
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Any speedrun tech I should know about? I plan to make wall clipping and prop flying a built in mechanic and I was wondering if there's any good ones I should include.

unique trellis
unique trellis
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Sorry for the constant updates but I found a neat way to help speed up level design. J.A.C.K has an option to export .obj files and these files are indeed compatible with unity with each brush being separated. huge draw back is scaling because models are fucking MASSIVE on import and I had to downscale it.

toxic hemlock
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oh scaling might be that jack exports obj at its own unit scale and then unity interprets 1 unit as 1 meter and scales the model accordingly

tranquil oracle
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Yeah you usually want to scale BSP stuff down by a factor of 32 when importing into Unity

oblique hinge
sharp vortex
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Yep

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been chewing on how to fix that issue, might have to keep a counter and do some weird shit

vast field
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what is this channel

merry lotus
vast field
blissful arch
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directional light shadows as well as point light shadows in my custom engine

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last step is spotlight shadows

merry lotus
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awesome!

feral ermine
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looks really nice!

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Started to actually apply smooth shading to curved meshes and improve their textures/UVs

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Difference feels night and day

merry lotus
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i've lost track of how many games i'm currently working on

uncut agate
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what is this
i need to know
it feels like wii fit

blissful arch
uncut agate
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chicken butt?

uncut agate
blissful arch
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chicken butt

uncut agate
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you trickster

blissful arch
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relax snowflake

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it's called dark humor

merry lotus
uncut agate
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i like emptiness

uncut agate
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better

balmy ruin
unique trellis
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Got the measurements down. 256x256 base for the level size and 2-3 pixels high for player height. I also made a custom wad for mapping which is just 2 textures.

merry lotus
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so the way the TV game that I posed on bluesky earlier is gonna work is that you have to use the TV light to navigate but if you look at the screen you die instantly

but i'm not sure about it

does anyone have any ideas on how to improve it or just opinions about it?

pure jackal
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Maybe have a threat inhabit random tvs across the map and bounce around between them?

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Like a reverse fnaf

wraith beacon
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Or uhhhhhhh, some other public domain movie.

blissful arch
sonic cloud
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Played around with color correction to achieve NVG effect

unique trellis
unique trellis
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I'm at a serious roadblock for how I want the soundtrack

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Like I'm constantly switching between
-Freebird like music
-Anger foot esque
-Breakcore

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I need something like intense and fast paced to match the whole "Go as fast as you possibly can" gameplay I plan to have

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I'm not going for metal music because it doesn't really fit what I'm going for

toxic hemlock
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soundtrack by femtanyl

unique trellis
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Added backwards bhopping. It checks if you're moving backwards and if it does then it increases your airbrone speed by a ton.

unique trellis
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There's no speed cap btw

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So you can get to extremely fast speeds

pale yarrow
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Hi

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bump

tranquil oracle
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(Feel free to ping me, I'm the author of that library)

muted stirrup
pale yarrow
# tranquil oracle (Feel free to ping me, I'm the author of that library)

Hi buddy , actually I had an issue, I have scene that I have baked lightmaps which took almost 27 hours even with minimized resolution settings and other stuffs, actually the scene is so big. whatever , I did the bake in unity 2021, now Im upgrading my project to 2022 or unity 6 , the main problem is, the lightmaps are no longer properly arranged on scene gameobjects in newer version of unity . now I dont actually want a long 27hrs or uncertain baking once more due to a lot power outages here . can I do something to make proper scaling and accurate arrangement of the lightmaps in newer version of unity? using your library? can You please guide me if possible?

pure jackal
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Need to re-do this after I figure out "child of" constraints but it'll do for the time being

unique trellis
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Gonna add a few more things before I go on a small hiatus on development because my computer is slowing do so much that it's a pain to even navigate anything

tranquil oracle
unique trellis
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Also nerfed backwards bhopping so its easier to control and not as broken

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I think this is the last feature until I get a new computer

unique trellis
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I'm thinking of making the music dynamic based on your speed. Faster you go the more intense the music gets instead of increasing based on combat scenarios.

waxen plover
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teaser for a game i'm making

unique trellis
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:0

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Looks nice

tranquil oracle
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And your scene hasn't changed other than just being upgraded?

pale yarrow
tranquil oracle
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Can you show an example of what you mean by the lightmaps not being properly arranged?

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Are there like, corrupted looking shadows or something?

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The lighting internals library basically just allows you to change values inside the LightingDataAsset

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But to me it sounds like the UVs have changed somehow

pale yarrow
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can I send you in dm? , there is no way to share image here

tranquil oracle
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Sure

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You can post images in the server once you get the first role (happens automatically once you've been posting in here for a bit)

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For now you can either DM or post a link

hazy sky
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more and more new blue names keep popping up,,,,

unique trellis
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Speed Storage mechanic I have planned

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Any feedback and recommendations on changes would be appreciated

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I designed this system to make the movement more smoother and better for speedrunners

crystal lance
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Hi do anyone knows how can i put custom game texture to a modpack that im making in r2modman?
cuz i modified some game textures

unique trellis
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GOOD NEWS

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Hooked up my steam deck so I'm using it as a temp computer

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Hopefully it's stable enough for development

hazy sky
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its no different than a laptop

blissful arch
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except for the fact that it's linux

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my experience with unity on linux was very little but i'm sure it'll be good enough

hazy sky
blissful arch
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ans also storage

blissful arch
limber bramble
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Very nice

unique trellis
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Ultrakill style meter idea thing. I thought of adding a style meter to the game along side the new movement rework I'm currently working on. it will work just like Ultrakill's but instead of being based off of combat it's instead based off of the speed tech you're using. Does this idea sound good at all?

waxen plover
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made in 1 hour

limpid garden
unique trellis
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It's hard to say but it mostly surrounds around getting a goal done as fast as you can

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It's like a speedrunners game since I plan to include a lot of speedrun tech from other games into this one

blissful arch
merry lotus
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hell yeah

unique trellis
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made rough version of the speed storage thing I was talking about. Right now it just adds together values of different movement like bhopping and walking. I also added a falloff for speed where if you revert back to walking then you still keep your speed but it slowly depletes. (Ignore the black bar I forgot to resize the canvas in obs)

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Thinking of replacing the speedometer

unique trellis
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Brake mechanic that my friend coded in but I just fixed so it works with the new movement rework. Nothing special as it's a key you hold down to completely halt your movement

limber bramble
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Are you doing PCF filtering for them or somethin

blissful arch
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the buffers are pretty low res so i bump the samples up

unique trellis
blissful arch
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skybox

pale yarrow
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@tranquil oracle Can I erase light probe data from lighting data asset using your tool? is it possible?

tranquil oracle
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I don't think you need my tool to do it though

pale yarrow
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how do I do that? I mean...I just want to erase lightprobes from the lighting data asset, to reduce it's size, I dont need lightprobes anymore)

tranquil oracle
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the light probes are a separate asset

tranquil oracle
pale yarrow
tranquil oracle
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There is a reference to the light probe asset in the lighting data asset

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But none of the data itself is stored directly in it

pale yarrow
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Then why lighting data asset size is like 370 mb?

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what is inside it actually?

tranquil oracle
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This describes the entirety of the asset

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It's just references to other assets, and settings for lights & renderers

pale yarrow
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can I reverse my own lighting data asset? to check what's inside?

tranquil oracle
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Yeah

pale yarrow
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can I edit them and and pack back into normal lighting data asset?

tranquil oracle
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The library gives you full control over the lighting data asset

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You can also look at the lighting data asset in the inspector

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Help -> About Unity
When the about window opens, type internal (no text box or anything, just type it lol)
Unity should refresh or something

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Then you can click on the lighting data asset, and in the inspector you can choose Debug-Internal here:

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(the dropdown menu in the top right next to the padlock)

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and then it's all visible in the inspector

pale yarrow
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can I bake lightprobes only in an existing lightmapped scene?

pale yarrow
tranquil oracle
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I don't think you can bake just the probes

pale yarrow
tranquil oracle
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It's in the inspector's hamburger menu

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If there's only Normal and Debug, then you'll need to do the about menu thing again

hazy sky
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chat.... I'll have two weeks off in December,,,,

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I smell an update

pale yarrow
tranquil oracle
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The readme file on the repo has examples

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You install it via the package manager's git option

pale yarrow
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@tranquil oracle can you tell me a bit that what are those which i can do with this data?
var data = ScriptableObject.CreateInstance<ScriptableLightingData>();

tranquil oracle
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It contains all the information stored on the lighting data asset

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So you can use the properties on it to change things

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and then you use the Write function to save the changes back to the lighting data asset

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i.e.

data.lightProbes = null;
data.Write(asset);
pale yarrow
tranquil oracle
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If you know the index of that lightmap in the lightmaps array, you can find all renderers that use that same index

pale yarrow
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how do I find all the renderers based on index? what's the procedure for that?

tranquil oracle
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public static int GetLightmapIndex(Texture2D lightmapColor)
{
    var lightmaps = LightmapSettings.lightmaps;

    for (int i = 0; i < lightmaps.Length; i++)
    {
        if (lightmaps[i].lightmapColor == lightmapColor)
        {
            return i;
        }
    }

    return -1;
}

This is how you can get the lightmap index from the lightmap texture

pale yarrow
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suppose, I know the index number, now what to do

tranquil oracle
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Then you just iterate over any Renderer components in the scene (i.e. you can use FindObjectsOfType<Renderer>())

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And check renderer.lightmapIndex

pale yarrow
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wow thats great

pale yarrow
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is it possible to record baked lightprobes of a specific area to a lighting data asset?

tranquil oracle
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Not sure what you mean

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The lighting data asset doesn't contain any probes, it just has a reference to the probes asset

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You could make a probes asset and make the lighting data asset reference it, if that's what you mean

pale yarrow
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yeah , the baked scene certainly has 577000 lightprobes baked. obvious the data is in probe asset or something, but can we divide the baked probes in several probe asset?

tranquil oracle
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Like, split one probes asset into multiple?

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Nope

pale yarrow
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thats pain

tranquil oracle
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Probes are tied to a lightmap bake, so for each set of light probes, you would need to do another lightmap bake

pale yarrow
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yeah got it, only if unity had a "bake light probes only" option

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it was in unity 4

tranquil oracle
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You can technically use the library to manually split up light probe assets and then manually swap them out during gameplay, but I don't know how hard that would be

pale yarrow
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actually the total light probe data is 370 mb, I wanna divide my scene in 64 scenes , thats hhow it would be 370/64= 5 or 6 mb.

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but i dont have any idea how can i split the lightprobes, I need to see them first , and select them

waxen plover
tranquil oracle
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The library gives access to both LightingDataAsset and LightProbes, but I have never actually done anything with the light probe stuff

waxen plover
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i'll try to make a similar bhop thing

tranquil oracle
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I only exposed the data, I haven't tried changing it much

pale yarrow
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I will dig it out

unique trellis
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The entire game is about going fast

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Would it be a good idea to upload these devlog videos onto youtube? Thinking about doing that as it's a good archive and people get to see the project progress.

unique trellis
waxen plover
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you should make players try to get good at it, just being able to do it right off the bat is gonna make the game boring

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maybe try to make the speed buildup slow

unique trellis
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Look I appreciate the concern but I don't really think that's a good idea for the game. I want the player to have fun with the game by having the core mechanic of bhopping and gaining speed not be a pain to learn but instead making combos of these movements a learning process. You're given the tools but you just gotta learn how to master them.

waxen plover
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alright, if that's what you're aiming for then go ahead

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I didn't mean any offense

unique trellis
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Nah you're all good I understand what you were saying

unique trellis
waxen plover
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compression distorted the vid

unique trellis
unique trellis
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Lil shotgun

desert shard
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Went back to one of my old games and tweaked it a little

Feels like a mosh pit now

proud cobalt
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where do i get the ultrasex mod

desert shard
# proud cobalt name

Redline express

Except I didn't update the game with these tweaks though lol.

The old version is still what's there rn

stiff thorn
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tell me when you upload the new version, I'll check it out if it's free

pale yarrow
# tranquil oracle I only exposed the data, I haven't tried changing it much

Hi , I have a scene which I have divided into some chunks, I have observed and took the lightmaps used in chunk B into a folder. I have edited the lighting data asset by removing all other lightmaps except which are used in chunk B and did write this modfied data into a new lighting data asset . when I place that lighting data asset in the reference , everything in Chunk B looks like they dont have any lightmaps at all. I have checked some object's mesh renderer info but there is no lightmap info at all. i.e no objects are using lightmap even if the lighting data is referencing those lightmaps which were supposed to be used by Chunk B.

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I have sent you two screenshots of the difference

tranquil oracle
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You have to update lightmappedRendererData and lightmappedRendererDataIDs

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lightmappedRendererDataIDs contains a SceneObjectIdentifier for each renderer component, and lightmappedRendererData contains a RendererData for the renderer at the same index in lightmappedRendererDataIDs

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So if you have some object called Cube with a lightmap, and it's at lightmappedRendererDataIDs[0], then its information is also at lightmappedRendererData[0]

pale yarrow
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there one more thing I have found

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I have total 240 lightmaps, I have kept lightmaps of index 16 , 17 and removed all. andthe result is like what I have told you above. But i did the same thing on the lightmaps of index 1,2,3 and removed all of the rest from the array , and save dthe modfied version in new lighting data asset. I have checked the chunk which use lightmaps 1, 2,3 , and put that lighting data asset on it , and wow it works well, proper lightmap arrangement . I think it;s the problem with serial number , because when I keep lightmap 16, 17 , and remove all, those 16, 17 lightmaps by deafult gets into index 1, 2 , instead of index 16,17 that was used to be.

tranquil oracle
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Yeah you need to update the renderer data to use the new indexes once you remove lightmaps

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Find all RendererData values that use the old index, and change it to the new one

pale yarrow
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there are almost thousands of renderer data, how do I modify all of them?

tranquil oracle
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Loop over them all

#
var rendererData = data.lightmappedRendererData;

for (int i = 0; i < rendererData.Length; i++)
{
    // do stuff
}

data.lightmappedRendererData = rendererData;```
pale yarrow
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thanks a lot

tranquil oracle
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np

hazy sky
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throwback to when i had quake style movement in my game with bhop

pale yarrow
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@tranquil oracle it seems again i am stuck somehow... i removed the unnecessary render data by excluding all other data that uses indices other than the indices that are used by the necessary objects...But now how do i remove the unnecessary Render data IDs? previously i used the index numbers but now what do i use? render data id doesn't seem to have any index...

tranquil oracle
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You can think of both arrays as the same array just split into two

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So they need to stay in sync

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So if you remove the data at index 50, remove the id at index 50 too

pale yarrow
tranquil oracle
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Identify?

pale yarrow
tranquil oracle
#

lightmappedRendererData and lightmappedRendererDataIDs

earnest lily
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how we doin up in here?

merry lotus
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snazzy

unique trellis
waxen plover
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bored

sharp vortex
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in that HL2 kind of mood now, making an underwater sea base type thing

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messing around with ambience, liking it so far

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its hard to see in the video because my monitor brightness is fucked but im using dark blue fog, dust motes, and bubbles to make it look like there's water outside the window, and it works incredibly well

blissful arch
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im sure it looks great but ngl i can't see anything even on max brightness

spare scarab
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i can see stuff pretty well on my second, worse monitor

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looks good btw

sharp vortex
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But also I like deep dark shadows, so idk, it's just kind of placeholder lighting while I try to figure out the look I'm going for

waxen plover
unique trellis
bitter maple
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1

crimson tapir
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Wow, it's certainly been a minute

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Project looks quite a bit different since last time I was here

azure flume
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Lookin good

blissful arch
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joe ligma joined the server

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can't wait for his sidekick nathan sugma to join as well

merry lotus
pale yarrow
#

@tranquil oracle i got past the lightmapping, thanks to your great library...now i have to modify the lightprobes....while searching for it, i got a way... there is "LightmapSettings.lightProbes.positions"(read only). i thought that if i could write my desired positions of lightprobes in the lightmap data, that would fulfil what i want to do....but i can't find any way to write those positions in "Scriptable Light Probes"....is there a way out?

tranquil oracle
pale yarrow
# tranquil oracle ScriptableLightProbes.data.positions

when i modify lightprobe data, and then put the modified lighting data asset on the scene, unity crashesh everytime...only when the dynamic object that is affected by the lightprob is disabled, it doesn't crash and when i enable it, unity crashes....any thought?

tranquil oracle
#

No clue unfortunately, I haven't tried to modify the light probes data before

pale yarrow
unique trellis
#

Rough render of the games cover. Not the best but it will do for now.

waxen plover
subtle monolith
#

Hey all! I've noticed that there isn't a gloomwood-modding channel so I thought I'd say it here.

Gloomwood is now on https://thunderstore.io/ (has been for a while actually) and supported by all major Thunderstore clients! I hope this paths the way for more Gloomwood mods but we can only hope.

merry lotus
#

well there isn't a gloomwood modding channel bc it's not done yet so modding it isn't the best idea right now since everything is subject to change

toxic hemlock
#

bro made "ultrakill but ..." without the "but"

waxen plover
#

ultrakill but it's purple guy murdering kids with an extra bit of swagger

waxen plover
blissful arch
#

holy guacamole

analog rain
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Waos

patent spade
hazy sky
#

ignore malphass there but holy shit i NEED the lewis gun

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guess what im gonna do next

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@wraith beacon which model lewis gun would you recommend me for aesthetic purposes?

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i feel like MK2 without the shovel grip would be cool

hazy sky
#

would be cool if i made the reload completely ignore the button in the magazine

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and just slap the magazine out with another

hazy sky
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a bit heavier than usual

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i tried to stay AS low poly as possible

hazy sky
#

cannot wait to unwrap this

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that's about as low as i can go

pure jackal
#

I thought they started using the bren gun in ww2

earnest lily
hazy sky
hazy sky
#

oh no

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did i just cs1.6'd the gun

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ejection port on wrong side ๐Ÿฅถ

hazy sky
hazy sky
#

new magnum opus,,

merry lotus
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got DAMN

hazy sky
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gotta assemble it,,,,,,,,,

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i need to see it in full

merry lotus
#

how'd you get the metal looking so reflective? i love how your guns look and i wanna apply the same thing to this shotgun i made for Dead End

hazy sky
#

what program do you use

merry lotus
#

blender

hazy sky
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for texturing?

merry lotus
#

yeah

i get textures from ambientcg.com and use some nodes I found on the internet for ambient occlusion & top/down shading and then i bake it

hazy sky
#

i hand paint mine from scratch

merry lotus
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damn

hazy sky
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plus the extra light baking i do in substance painter

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then again substance painter does a lot of the heavy lifting for me

merry lotus
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i don't have substance

hazy sky
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some cute alpha cutout decor

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not done yet tho

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still gotta do the lighting polish but it's almost cooked

hazy sky
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actually it wasn't THANK god

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i need to do the grenades and finish the petrol bomb

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i got stuck with godot's shitty as fuck physics engine last time with the molotov's rag

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@pure jackal @rotund garden @spare scarab

pure jackal
#

GOOD SIR

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PORN IS AGAINST THE SERVER RULES

hazy sky
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i feel like i could still shave off polygons from the count

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we'll see how detailed it looks in game

toxic hemlock
unique trellis
#

I remember working with Godot physics

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never again

hazy sky
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tbh i don't wanna fuck with the physics too much, i might just create a rig for the mesh and have it flail around or something

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or pre animate it for all i care

toxic hemlock
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just do what all source engine games do and just procedurally animate it with a spring formula

hazy sky
#

softbody sucks

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so the rig method might work

toxic hemlock
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again thats literally what every source engine game ever does

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like titanfall 2 does this

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all those pouches and shit hanging from pilots and grunts? no physics, just damped springs

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hell l4d2 does this for it's molotovs

hazy sky
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i remember the holy mackrel too being like this

toxic hemlock
#

yeah tf2 jigglebones everything too

fickle drum
hazy sky
#

yea ok i had molotovs for a year now

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i showed it around too

toxic hemlock
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jiggles are so goated like they literally use jigglebones for the fluid inside the mad milk, jarate, and all the bread in jars

hazy sky
#

goes to show how early i got them on

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old map, old rain, old HUD, old guns and hand model

pure jackal
#

SPEEENNNNN

hazy sky
#

i made so much progress since,,,,,,,,,, cry

pure jackal
#

Nobody really tells you that when you make a game you make the whole fucking game

hazy sky
#

what

pure jackal
#

I mean, nobody really tells you that when you make a game you make the whole fucking game

#

So when you look back you go "wow I've made a shit ton of a game"

unique trellis
#

Delivery Boy remodel.

#

Less polygons and has the simple geometry look I'm going for

#

My friend is currently busy adding more stuff and I'm hoping to show off a basic tutorial soon

#

Found a bunch of videos of an older version of Hot and ready back in 2023 when I was using godot to make it. I'm so glad I didn't continue this as doesn't look really good and has that amateur coder jank to it.

rotund garden
merry lotus
#

I'd like some advice on which of my games to prioritize since i somehow managed to get myself working on 5 of them lol

if you guys have any recommendations on games i should put at the top of my to-do list or games that i should leave for later then I'd love to hear it

rotund garden
#

I can only ask one thing

which one has the most amount of progress done?

merry lotus
#

i'd say all of them are around 5% done

unique trellis
#

What's currently on your to-do list?

merry lotus
unique trellis
#

I'm not the best at giving advice on this stuff as the most I've worked on is 2 games at once but what I like to do is focus on stuff I feel like doing so it doesn't feel forced and not lose interest after half an hour

merry lotus
#

but the thing is I want to work on all of them equally

well mainly Dead End and NewU

#

and also I really wanna work on the gloomwood dungeon rougelike (I really gotta figure out if there's a shorter name for that) and I'm also working on some blockbench plugins for violxiv

unique trellis
#

violxiv?

merry lotus
#

the thing I wanna work on everything at once but when I actually start working on it I immediately lose motivation

unique trellis
#

I feel you on that one. Sucks when that happens.

#

I usually just work at my pace and do things when I can.

hazy sky
sonic sorrel
#

not even sure if this COUNTS as modding but me and my friends might be cooking

unique trellis
#

What's some cool movement stuff I can reward players for pulling off? There's this COOL SHIT speed bonus I plan on adding where if you do COOL SHIT then you're rewarded with speed.

So far I have:
-Front/Back flipping in the air
-Timing your bhops
-Boncing off of npcs (Has to be a chain of 3 in a row in order to count)

hazy sky
unique trellis
#

I think you got the wrong ping but I'm not sure

hazy sky
#

no

#

did you play Lego games

#

Lego island especially with the pizza delivery minigames

#

that shit was cool

unique trellis
#

OH

#

I didn't play much lego games as a kid unfortunately

#

All I remember was lego starwars and the lego movie videogame

#

But the entire point for the cool shit speed boost is to encourage players to do cool shit more often and get rewarded for playing stylishly. Hell I'm not gonna add dying to the game and instead have it be a damage penalty slow down that accumulates the more you get hit.

hazy sky
#

I think Lego island 2 had a cool pizza delivery game where you used a skateboard or a scooter to get around

#

and you could do tricks like in Tony hawk

unique trellis
#

omg you gave me an idea

#

Being able to skate rails but without a skateboard

#

you just slide across the rail for momentum

hazy sky
#

yes

#

also make awnings xou could bounce up from

pure jackal
#

Lego island 2 was my favorite i liked it better than one

hazy sky
#

substance paintin time

hazy sky
merry lotus
#

that would be cool

I'll send you the model in 2-3 hours

hazy sky
#

aight

#

i won't promise i'll start working on it immediately because 2-3 hours later i might be asleep

merry lotus
#

ok

hazy sky
#

okay something aint right

#

had some multiplication issues going on

pure jackal
#

Very bright

hazy sky
#

WHAT

#

only way to find out is to see in game,,,,,

hazy sky
#

lets see now

#

i didn't take the gun's size into account,,

#

which one looks better

#

spiny mashinegun

#

i think this is the best so far

hazy sky
#

sound is very placeholder

#

magazine rotates EXACTLY 7 degrees with each firing, as that's the proper rate of turning

pure jackal
#

Zamn

hazy sky
#

i need to create a weapon category system within the inventory

#

so like, i could just hide some secret weapons on some levels you could get and use until the end of the chapter

#

and it would replace one of the respective slot

#

so let's say you got pistol, found suppressor? cool. delete the unsilenced variant

#

also im gonna create a weapon showroom tomorrow i think

pale yarrow
#

@tranquil oracle can you tell why this error is showing when I am trying to read a lightprobe from lightmapsetting?

#

" Assertion failed on expression: 'length >= 0'
UnityEditor.EditorJsonUtility:ToJson (object)
NewBlood.ScriptableLightProbes:Read (UnityEngine.LightProbes) "

tranquil oracle
#

Not sure why that would be happening

blissful arch
hazy sky
blissful arch
#

does that gun have 51 bullets

hazy sky
#

49

blissful arch
#

ugh

hazy sky
#

you gotta account for vertical stacking

#

the other version is 97 bullets

blissful arch
#

i guess thats pretty cool

hazy sky
#

yeah

#

I fucking love it

#

I will need to rebake the normals tho

#

weighted normals fucked up the top of the magazine

#

it looks like a very round cap rather than a flat cylinder

#

right now I have the FG42, the MP40, a Lewis MG, and the Sten MKII as automatic weapons.

i have the Webley, the C96 and the Beretta as secondaries, I have the Remington M10 as the shotgun with the luftwaffe drilling that is planned.

then I got the Kar98k for sniper rifle but I will also probably make a Mas 36 or Krag, and a Vetterli Vitali

plus the petrol bombs and the bazooka and the German stick grenade planned

#

it's quite the arsenal already

#

I don't mind making overlapping weapons as every gun that doesn't get into the campaign, I will add to either the multiplayer or as an unlockable replacement

azure flume
#

So something needs to be fixed about this animation

#

Maybe giving it a splash of rust on one sector or something would make the movement stand out more?

hazy sky
#

i was thinking of that actually, like i tried so hard to not bake lighting too obvious on the magazine, but actually it needs that

hazy sky
#

i think it's pretty noticable as is

azure flume
#

the recoil is pretty good at hiding it

unique trellis
#

Should I experiment with ed edd n eddy sounds?

#

Like unironically use the sound effects

hazy sky
hazy sky
#

I use it for shouldered weapons so they lead, while loose weapons like pistols take a while to catch up similar to HL2's sway

#

also shouldered weapons bob more upwards when walking while small weapons bob more horizontally

#

the only thing I need to implement is a hitscan toggle

unique trellis
earnest lily
hazy sky
#

fuked

pure jackal
#

THUG IT OUT

minor bear
#

perk machines for upcoming rtcw survival mode

earnest lily
pure jackal
merry lotus
#

remaking NewU in godot

hazy sky
#

what's new u

stiff thorn
#

What's new? U

spare scarab
azure flume
merry lotus
minor bear
spare scarab
#

that's really, really damn good

limber bramble
#

very nice

merry lotus
#

got DAMN

blissful arch
#

these look awesome

minor bear
#

ty

pure jackal
#

Recognizable yet unique!

hazy sky
#

i so fucking love my ingenuinity

#

i was like man how am i gonna create hitscan logic while retaining every property of the bullets within the gun

#

simple, create a bullet with a 1000 unit length raycast, set the bullet speed to 1, the bullet's lifetime to 0.1 and voila

#

it also allows me to retain the recoil and spread

#

i'm so fucking good man

hazy sky
#

the scope movement follows the same sine wave that the base walking bobbing does, so essentially the base sway is 1:1 the same thing as the gun's

minor bear
#

is that moh on some modern engine?

unique trellis
#

Dynamic music test. I used the cybergrind theme as a test to see how it would work.

#

Well it's pretty bare bones dynamic

#

it just scales the volume based on speed and caps out at 100

queen stag
#

e

unique trellis
#

Anyone here know how I would make Dusk like vertical flipping?

unique trellis
#

I know it's not much for a tutorial so far because I've been pretty distracted all day but I thought I'd still show it off

#

The map was made in J.A.C.K and scaled down in unity to a quarter of its size. I'm mapping in x4 the size as J.A.C.K doesn't support anything below 1 pixel in size. I'll figure out a better way of doing this in the future as I plan to have this game moddable at some point and mapping like this is really fucking stupid.

azure flume
#

4x size everything in your game instead, there cant be much yet, right?

unique trellis
#

That will fuck with the scaling of the game too much

#

It's a temporary solution

#

until I find a better way

azure flume
#

there is nothing more permanent than a temporary solution

hazy sky
#

ah yes, I love that as well

#

"ill fix it later in development" temporary fix usually stays either until the end of dev cycle or stays permanent

unique trellis
#

Look I don't want to map like this at all but it's all I really have rn

#

If I had an alternative I would immediately switch to it

hazy sky
#

you could do a check in the mouse script when rotating the camera that when not on the floor, remove the clamping from the rotation value and allow for a full 360 degree rotation

#

just make sure to lerp it back to an appropriate rotation when landing otherwise you'll land with a broken neck and a clamped rotation

pine musk
hazy sky
#

automata had like 4 different versions of the same song playing at the same time

#

and it would just crossfade as needed

#

like it had the generic exploration version, the combat theme, orchestral version and 8bit version for hacking

unique trellis
#

Yeah I was planning that but I'm not good at looping music. If I get a soundtrack ready I'll definitely rewrite it to work like that.

hazy sky
#

the secret is to make the music follow a set progression so they line up when you need to transition

#

I was planning a system like this in my game too where the instruments would slowly get introduced as you progress

unique trellis
#

Hard to explain but it was freaking the hell out

hazy sky
#

can you show it

unique trellis
#

I didn't record it unfortunately and I'm not going to reprogram a broken feature to showcase it ๐Ÿ˜”

hazy sky
#

well how else do you intend to accept help if you refuse to experiment with an extra pair of eyes

unique trellis
#

I'm not refusing at all. But you do have a point and that's on me for being lazy

#

I'll try to recreate it later today

hazy sky
#

seems like you're gaining speed

#

can you show me the code responsible for rotating the character's camera?

hazy sky
#

fleep

hazy sky
#

ignore the half life weapon bob

hazy sky
#

im gonna create a small silent hill inspired walking experience on this engine/framework as a small distraction

earnest lily
#

kino

hazy sky
#

but i'm gonna deliberately ignore silent hill media

#

i'm gonna create silent hill from memory

waxen plover
hazy sky
#

yos

hazy sky
#

james,,,,

hazy sky
#

enjoying the fucking amazing puddles

#

the flashlight can get jammed, idk why its not intended

#

it is now

dusky pivot
#

I gotta go to sleep I gotta go to sleep stop changing textures and adding plants please brain its 7am

spare scarab
#

lookin cool

#

very neat visuals

dusky pivot
#

Thanks a lot <:

waxen plover
# hazy sky

only thing keeping me from switching to godot is

#

probuilder

hazy sky
#

i use blender

stiff thorn
#

Oh yeah, genuine question guys, what's the best way to go about in regards to building levels? Is it better to make walls from godot csg's and use whatever furniture you have for other stuff (pillars too) or make the entire thing in blender?

waxen plover
waxen plover
#

but to get an idea of how the level looks just add cubes and resize them etc in godot

stiff thorn
#

I use blender a lot, dw, I just don't know how best to go about building levels

waxen plover
#

then replace them with assets

waxen plover
stiff thorn
#

Oh I try, I'm just really shit at finding them I guess ๐Ÿ˜…

waxen plover
#

I suggest pinterest, very handy

stiff thorn
#

Yeah I've looked there, it's helped out a ton, just not with levels

#

My ideas for them are specific enough to cross out a bunch of references, but never specific enough to actually build out a level

#

It's just like a foggy image in my mind

hazy sky
hazy sky
#

which is just probuilder

waxen plover
waxen plover
stiff thorn
#

Fair

waxen plover
#

heard the godot language is basically python

#

which is cool

stiff thorn
#

Oh yeah, very similar

hazy sky
waxen plover
#

I mean there's also C# so transitioning from unity would be easy

hazy sky
#

it's so easy even me, who knows 0 languages can do cool things with it

waxen plover
hazy sky
#

like c# is not in the base engine

#

I think

#

I'll check for you if you want me to

waxen plover
#

it's fine I'll just stick with the main language in the engine

#

it's just that the interface is a bit complicated

hazy sky
#

it's really not though

#

Godot has to be one of the most straightforward engines I saw so far

waxen plover
#

i guess since i'm not familiar with it

hazy sky
#

if you need help with it, I'll gladly help

waxen plover
#

I appreciate that

#

have you ever used unity?

hazy sky
#

only for modding

waxen plover
hazy sky
#

the engine

#

godot is lightweight whereas unity is very heavy

#

usually godot is very fast, doesn't take a lot of space and is generally easier on your PC

waxen plover
#

I see

dusky pivot
#

I have learned about the existence of decal projection

#

This is so useful to spice up enviorments lol

hazy sky
#

decal projection as in adding in the greens?

dusky pivot
#

Yeah, its useful to add some sticks to the floor and those big chunks of green stuff

#

I also modeled some rusty fences I think I am happy with the result now

azure flume
#

wait, you modelled those fence holes instead of just putting a half transparent texture over a cube?

dusky pivot
#

No

#

Its a flat image yeah

#

But the borders are cubes

azure flume
#

phew

dusky pivot
#

I didnt do anything stupid right?...

azure flume
#

yeah this is fine

dusky pivot
#

Okay okay

#

Im still a begginer on all of this

azure flume
#

just getting flashbacks to some unimaginable horrors

dusky pivot
#

Oh god

hazy sky
dusky pivot
#

Im glad the visuals are at least in tune with the PS1 style lol

#

This cave thing has been trough 20 million reworks but it was worth the time

hazy sky
#

it looks appropriate for PS1, unlike my rendition

dusky pivot
#

Yours looks more like PS2 yeah

#

Where you aiming for PS1?

hazy sky
#

kinda

#

at first, it was very appropriate but i'm starting to stray too far

hazy sky
dusky pivot
#

That looks pretty nice damn

#

The fog is awesome

hazy sky
#

thanks man

#

it was more of a showcase on the audio side of things tho

#

trying to overlay different sounds to create a dynamic ambiance

#

like hearing the rain hit the trolley and stuff

hazy sky
#

being playful with the samples used for the original silent hill 2 soundtrack

dusky pivot
#

Yeah that is pretty good

#

Are you using Fmod?

hazy sky
#

fmod?

dusky pivot
#

Ok ig that means you are not

hazy sky
#

what is fmod

dusky pivot
hazy sky
#

changes a lot?

dusky pivot
#

It kinda handles audio logistics for you

#

Yeah, for example character footsteps

hazy sky
#

what do you mean changes a lot

#

like elaborate how do you mean change

#

do you mean it gets filters/processing and stuff?

#

or do you just generally mean alternating sounds/random pitch

dusky pivot
#

I dont know how to explain it my eng is not working properly right now

#

Either way its a good tool that I know how to use but unity does not agree with me and I cant make audio work in the game yet

warm harbor
#

im wondering if i should redownload my sod2 modder so i can make an entire Ultrakill themed community

dusky pivot
hazy sky
#

testing out some stuff for one of the puzzle area's loops

#

@feral rapids is this any good

#

i have no ear for music

feral rapids
hazy sky
#

can you stfu

feral rapids
feral rapids
hazy sky
feral rapids
hazy sky
#

i just need to figure out where could i actually use it

#

wish i had the technical know-how to create these pads myself instead of relying on samples

hazy sky
hazy sky
pure jackal
#

Hey its That Gun

#

From Fallout New Vegas

hazy sky
#

that gun in action

#

sadly its not as interactive as the rest

#

i was dumb and didn't model the flip-out cylinder

hazy sky
#

plus extra lights

#

really gotta make this gun shine

#

so fucking zexy,,,,,,,,,,,,,

pure jackal
#

Why it bent like that

hazy sky
#

can't tell if you're ironic or not

hazy sky
pure jackal
#

Oh sticks

limber bramble
#

the flashlight broke his fall

hazy sky
#

I like the execution because the light glare and the flashlight cookie are all procedural textures made using gradients

leaden walrus
# hazy sky

You can change the color of the light with those too. They are just super hard to turn on and off

hazy sky
#

I never heard about that

hazy sky
#

i'm afraid it's first and foremost #ultrakill-modding, second, we don't deal with piracy here so ig you're outta luck

toxic hemlock
#

sis did u just admit to pirating a game in it's official discord

hazy sky
#

big ball energy

#

chat i want big questions answered

#

does anyone have ANY experience with writing AI behavior

#

i'm finally breaking down and starting to work on enemy AI

#

but i'm afraid maybe one solution might not be enough, i'll need fine grain control

#

behavior trees, or state machines?

cerulean jungle
hazy sky
#

i hate people coming up with excuses saying "erm, achsually you don't own any game so me pirating is completely justified โ˜๏ธ ๐Ÿค“"

#

just say you're piss poor and you wanna play anyways, that's a better, more understandable thing to process

slender knoll
#

.warn 1179922125570707540 Rule 8

slim lanceBOT
#

:o: Warned ralseitheprince#0 (Case #30662) (user notified with a direct message)

slender knoll
#

whatever your personal feelings are they are not to be discussed on a public discord server

slender knoll
#

we dont care. just dont talk about it

toxic hemlock
stiff thorn
#

๐Ÿ‘

stiff thorn
hazy sky
stiff thorn
#

ah, right

#

I'd like to comment on it but I'm not working on anything complex with AI, so perhaps someone else can give advice

toxic hemlock
#

depends on the totality of what ur AI needs to do tbh

#

if they only rly need like 2-4 behaviors then a state machine should be just fine, if they gotta do a lot of different things and react to a ton of shit then maybe look into a behavior tree

#

Half-Life 1 and 2 get by just fine with state machines, FEAR and Halo used behavior trees to make their AI more reactive and alive

tropic token
dusky pivot
#

A friend and I did this today for our game

hazy sky
#

and also play out scripted events

toxic hemlock
#

thats basically just what hl2 npcs do

hazy sky
#

okay but this was done on Medal of Honor back in 1999 on PS1

#

also Godot 4.3 just added 3 new audio player nodes

#

interactive (you can mix, and merge audio with transitioning between two using clips

#

synchronized, like in nier automata where you have like 3 songs playing at the same time and you just crossfade between the versions as needs be

#

and playlist

#

that's actually huge

waxen plover
#

you try to twist it but it breaks

leaden walrus
# hazy sky wait what?

yea, you can swap out different lenses on those on the front cap, with green yellow and red, and clear

hazy sky
dusky pivot
#

Hi hi, Id like to ask for some feedback about this

#

Id like to know what do you guys think about the visuals, Im trying to aim for psx + some weird shaders (like the one for water), there is a VHS effect but its dissabled on the video wich makes water look a little bit off so keep that in mind

#

Does this seem like enough level of detail? or should I add more (like, more assets to decorate the scene with)

#

There is plans for adding fog and generally more visual effects for the rain event too

hazy sky
#

a proper AAA PSX title was chock full of detail, albeit the texture size and palette was limited, and so were the polygons

#

if you want a cool PS1 game to compare graphics to, try 40 Winks, Medievil, Urban Chaos, Codename Tenka or Medal of Honor

#

these games often utilize multiple textures where two different surfaces like stone and grass mix together and etc

#

that is if you wish for true PS1 aesthetics

#

also using the vertex colors to it's full potential by either baking lighting or ambient occlusion into it

#

otherwise your game needs some post processing, some fog and atmospherics and it's good to go

#

it just looks more like an old DOS game rn than PS1 if you don't mind me saying that

hazy sky
#

btw if anyone needs tips on this topic just @ me ๐Ÿค™

#

I don't want to gatekeep good graphics

#

especially since it doesn't take that much more effort

dusky pivot
#

Oh yeah the game does need a lot of visual stuff yet

#

Thats why I mentilnes that I was looking specificly about feedback with the level of detail for decoratiom assets

stiff thorn
hazy sky
#

it goes a long way, especially for terrain

dusky pivot
#

Whats that

hazy sky
#

hard surface like concrete and metal is okay, but grass and dirt paths should not be sharp

hazy sky
#

flat shading

#

smooth shading

dusky pivot
#

I think I like flat shading more

hazy sky
#

you don't have to use it everywhere

#

that's what can make it look unique

#

this is PS1 graphics

#

notice how there are "shadows" while using vertex colors, and how they utilized the sharp shading on the edges while the round cylinder under him is shaded smoothly

#

and the transitional textures between two "materials"

#

my all time favorite in terms of PS1 graphics will always be Spyro

#

this night scene looks so good

#

shows you that art direction and style can stop the aging of your graphics by a lot

#

i'd love to see a wireframe mode of the topology though, that always fascinates me

dry spear
#

In this tutorial I will show you the steps I took to recreate the cozy retro look of games like "A Short Hike" and older "Animal Crossing" games.

I am using Unity URP for it, but might eventually make a tutorial for the Built-in render pipeline version of this shader.

Links and stuff in the comments as yt won't let me include them in the desc...

โ–ถ Play video
#

for you guys using unity

hazy sky
#

chat how weird would it look for enemies to be animated at 30 frames a second as opposed to more fluid animations

feral ermine
#

Would the player be the same?

limber bramble
#

what is the benefit

hazy sky
hazy sky
pure jackal
earnest lily
#

I'm guessing he means stepped / no interpolation / " all jerky n shit "

hazy sky
#

yea no interpolation

unique trellis
waxen plover
#

scrapped player model

dusky pivot
#

Aparently that is considered spamming, sorry

#

Uhm, id like to ask about a little bit of feedback here

#

Are this visuals easy to read? or like, easy to understand on the eyes

#

Do you guys know whats going on when looking at them

hazy sky
#

it's missing some shading, things flow into each other but otherwise it looks good

dusky pivot
#

Yeah I need to dive into shading

#

Any tips for that?

hazy sky
#

what engine

#

you could go for fake ambient occlusion or screen space

#

or some minor directional light

#

distinct lack of shadows

hazy sky
#

to be honest I would bake ambient occlusion onto the level's vertex colors

#

that's cheap and easy, and it seriously doesn't require much thought performance-wise and it looks better than screen space

noble umbra
noble umbra
# dusky pivot

They're easy enough to read and I really dig what you're doing here. Is this an actual ongoing project or just fidgeting around?

hazy sky
#

I still find it unbelievable to have some sort of following like that and I guess i should really make a discord for it

noble umbra
#

You definitely should if that makes communication easier.

#

Any ideas for platforms that it's releasing on?

hazy sky
#

for now, PC because I know that Godot can export to it

#

the rest depends on how well it comes out, how well it is received and if there's demand for other platforms

noble umbra
#

Yeah that makes sense.

#

I did see that reloads are apparently not visually animated, is this a WIP thing or will weapons be reloaded off screen?

dusky pivot
dusky pivot
#

Im glad you like it <:

noble umbra
#

Nice, what's it about? As spoiler free as possible.

dusky pivot
noble umbra
#

Fishing game, nice.

dusky pivot
#

There is a cool twist to it not just fishing

#

But cant spoil it

noble umbra
#

Sounds scary.

dusky pivot
#

:)

hazy sky
noble umbra
#

Huh, alright. Makes sense to spare resources on the pistols.

merry lotus
hazy sky
#

with the revolver reload, the top break breaks open, the magazine fed semi auto pistol locks the slide back if empty reloading and closes when reloaded, and the mauser for example has the stripper clip fall out after reloading

#

so there's always some extra flavor despite sharing animations

noble umbra
#

Oh yeah I saw that. I was just wondering why it didn't happen on the screen.

hazy sky
#

the only thing I can say is, my reference for the game is Medal of Honor and it's sequel, and it looks like this in there. in order to be a spiritual modern successor, I feel like this love letter has to give credit where credit is due

#

plus I like it this way, I don't want to create like overly detailed animations as it would go against the artistic vision

noble umbra
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Hey anything that makes it feel familiar is another bonus imo.

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I do know many games did it back in the day when they had like a ton of weapons.

hazy sky
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forgot to mention that I'm adding modding support, and I made a weapon framework that even though I don't use, is there for custom weapons

noble umbra
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Oho-

Nice.

hazy sky
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so if someone feels like they want to add something, it's always possible

noble umbra
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Don't forget mod dashboard integration then.

hazy sky
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let it be custom maps, campaigns or weapons

noble umbra
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The Steam Workshop is perfect for that stuff.

hazy sky
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also custom HUDS

hazy sky
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this is still far into the future though, I still need to work on other stuff though and the problem is that they're not getting done,,,,, on the other hand I have like 6 more weapons since the last update video

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I have a fucking ARSENAL here

noble umbra
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Can't wait to see MoH: AA and Pacific Assault being remade in your project by a modder with too much coffee.

hazy sky
noble umbra
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Ooo loving that one.

hazy sky
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I'm waiting for the eventually timesplitters 2 remake in Godot using my framework

noble umbra
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Honestly if your game is modular enough, I can imagine a madlad doing it. Hell, someone remade Project: I.G.I. in Far Cry 5 and CS2.

noble umbra
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I love that FG42.

spare scarab
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what's that gun from

hazy sky
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ripped and recreated

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drag and drop solution as well

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I added a selector for reload types

noble umbra
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I do have to ask, is the FG42's scope omitted for balance reasons or because you just don't like it with one?

hazy sky
hazy sky
# hazy sky I added a selector for reload types

rn you have retro reloads (the goldeneye 64 lower gun) or dedicated, dedicated means you have to specify the animation player through code though but it's just a single line of code for reference

noble umbra
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I love that we can customise that so easily.

hazy sky
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hey, it makes my job easier as well

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I also added functions that can be used to call other stuff within the animation itself so you can further add stuff if you feel like it's something you need

noble umbra
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Such as a scope on an FG42, basically.

hazy sky
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like for example the Beretta checks DURING the animation if the slide should lock back

noble umbra
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Oh that's pretty cool.

hazy sky
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the recoil is entirely procedural so

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plus you have the aim() function, you can add a lot of stuff into it as well

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PLUS you have 3 aiming styles, retro (goldeneye/timesplitters/moh), scoped, and special. for the special, you could basically add secondary fire, or make ADS, or anything

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fire selector, anything

noble umbra
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So from what I'm getting is that you can essentially tweak weapons by just swapping out some lines rather easily?

hazy sky
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the base code handles a lot of things by itself so you can just customize it within the editor itself

noble umbra
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Very useful.

hazy sky
noble umbra
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Feels kind of like a mix and match style that'd be useful for different weapon behaviours.

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Very convenient if you have aspirations to make mods based on different franchises or genres.

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Cough AVP2 cough.

hazy sky
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from the gun name, to the gun damage, to the bullet type (kinetic, energy, or hitscan), bullet speed, recoil, visual recoil, firing mode (single, burst, auto), time between bursts, gun RPM, burst count, pellet count, if the gun can melee or not, the crosshair, animation speeds, bullet ricochet chance and how many times can a bullet ricochet, etc etc

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it's VERY robust tbh

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down to the minute detail like the view model sway when walking, or idle

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or the camera recoil

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you have 3 types of recoil, weapon inaccuracy (handled with a slider), the gun itself since the bullet fires from the barrel physically, and camera (visual only)

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what else am I missing

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oh, tracer color, size and length as well

noble umbra
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I wonder, do the weapons as is fire hitscan or are they projectiles?

hazy sky
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AND how far bullets can go before despawning

noble umbra
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Based.

hazy sky
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well, a mix of both

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I use a ray cast to determine the target and it's position so the bullets can point towards it

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AND the bullets ARE small ray casts that move through space one step every physics frame

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oh, yeah and also you can set weapons to be explosive, the explosion size and scale, as well as damage too

noble umbra
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Mods in Scarab Gun.

hazy sky
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which is funny seeing the shotgun spray panzerfaust explosions

noble umbra
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LOL

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Multigrenade launcher.

hazy sky
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also these are only the guns, I want a modular character controller as well

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but using Godot's node system as modules to swap out movement behavior

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so you could make a quake style movement if needed

noble umbra
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Would it be possible to adjust the parameters in real time while in game?

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Ie: script a character to move slower due to a seizure/shellshock etc?

hazy sky
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you can actually do that

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like it's not hard tbh, but I could just write it into the base movement handler

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like slow amount and have the slow value just either subtract or halve or stuff

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that's not something that I looked into yet though

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I made a cool armor script for the player though that I personally will not use in the main campaign, but you can set max armor, armor and armor absorption rate

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so an absorb rate of 100% will direct ALL damage to the armor until it runs out, and sends the remaining damage to health if it runs out in the meantime, or make it 50% so the armor only mitigated 50% of the damage, the rest is health damage

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it's a modifiable thing as well, in 25% increments

noble umbra
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Is there a script in place to make it regenerate?

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Might be useful for more sci fi oriented mods.

hazy sky
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well guess that will be an option now

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I see what you're aiming for, master chief

hazy sky
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I'll make toggles for both health and armor regens, their rates and the delay

noble umbra
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I think it's my lack of roles that prevents embeds.

hazy sky
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you thought right

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you'll get a role soon tho

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just keep chatting

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I need to make a game rule global script that can toggle these for the player though

noble umbra
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Yeah I'm thinking of starting my own projects but to start out, I'd prefer modding something modular first to get a bead on it.

hazy sky
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well, I didn't think I'd go full modular either

noble umbra
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I mean, sounds modular enough to me.

hazy sky
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my shit was set in stone before flipping to "hmm, would be cool if I exposed these settings to the engine"

noble umbra
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Lol

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Fair.

hazy sky
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and here we are, exporting everything that I feel like

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it's not that hard either

noble umbra
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I'm getting into the 'fuck it, I'll do it myself' phase for certain games.

hazy sky
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like this sounds like a lot, but it really is not

hazy sky
noble umbra
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Well it's kind of ambitious, but I've always wanted to make a PS1 styled open world game with dinosaurs. That's the final goal so I'll be going with much simpler games first.

hazy sky
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trespasser but good

noble umbra
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Trespasser but you're dropped into the world alone or with up to 4 friends.

hazy sky
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yea I feel that,,,,

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I want to add 2 player coop too

noble umbra
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Yeah the catch is, if you don't pick the same character, you'll end up on a different side of the map because the campaign has a different intro depending on the person you're playing.

hazy sky
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THAT is actually something I wanted as well

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where having a second player would add more content

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not in every level per say, but yea

noble umbra
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Oh yeah that definitely sounds fun, but it seems like a lot of work too.

hazy sky
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not really, or at least not yet

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that will depend on the map and it's scope

noble umbra
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Like my idea was to stick to the main game's plot in a decently uniform manner, but the intro's different like Cyberpunk.