#general-modding
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had a discussion about this ages back with vriska when he was making dusk maps
dude made prop guns out of brushes and it was so fucking good
among other things
automatic config, eh? yes please
setting this thing up was a fucking pain that much I can remember
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
also wtf gunman chronicles mentioned
that same auto config pops up in the free version iirc?
maybe without the icons but I know that it asks you to point it to quake 1-3 and hexen
:ASD:AS:DAS HAHAHAHAHAHA
I already paid for this software you dont have to advertise perilous warp to me
Oh it does that in the free version too dw
no doubt
hold on let me see if I can member how to build a shitty house
lmao good ol wasd + arrow keys to move the camera around
no middle mouse to pan around or anything
I mean I can probably set this shit up but see if I can fucking bother
You can press Z to move the camera around
thanks
good to know
oh my god I can still member shit
wait where's snap to grid lmfao
at the top
theres 3 grid options
look for the grid with 3d, and it'll be next to that
trying to apply textures to a whole brush but ur dum and just picked one side of it ๐๐
here's the shitty house I promised you
no idea of proportions
its probably way bigger than randy's proportions were in his duke maps
it is identical lmaoooo
I suppose the paid version is like the newest patch or some shit
or ur not supposed to make paid products without paying for the software or some shit
anyway 15 bucks for a comprehensive level editor really aint that bad if you have looked at the general pricing of software
I recommend enabling draw size info in the J.A.C.K settings so you can see how big your brushes are
think I just used to eyeball that in relation to the size of spawn entities
The true level designer's way of nailing proportions 
Wish we had programming channel around still, o well, this is close enough
I wrote six letter wordle in monogame
nobody talks enough about how cubemaps fucking suck this is absolute bullshit
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
roblox house
yeah I couldve made windows but nah
even see if I can member how to make a hinged door
me when func door
me when func vehicle
hey at least the house isnt a solid block I actually made walls
func detail goes hard
Invulnerability doesn't last forever, so take full advantage!
#IndieGame #Gaming #FPS
Friend programmed the working kick
Haven't checked that out yet but I should probably do that
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.
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.
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
Yeah you usually want to scale BSP stuff down by a factor of 32 when importing into Unity
the second t in the second guess should've been grey.
Yep
been chewing on how to fix that issue, might have to keep a counter and do some weird shit
what is this channel
it's for game development and game modding
oh ok ty
directional light shadows as well as point light shadows in my custom engine
last step is spotlight shadows
awesome!
looks really nice!
Started to actually apply smooth shading to curved meshes and improve their textures/UVs
Difference feels night and day
what is this
i need to know
it feels like wii fit
guess what
chicken butt?
what
chicken butt
you trickster
i like emptiness
better
fun guy
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.
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?
Maybe have a threat inhabit random tvs across the map and bounce around between them?
Like a reverse fnaf
Have the original Night of the Living Dead be on the tvs.
Or uhhhhhhh, some other public domain movie.
what if you make it like slenderman so you can look at it for a little bit of time, maybe have some kind of map or clues or hidden passage etc.
custom engine?
No just using jack for level design
I'm at a serious roadblock for how I want the soundtrack
Like I'm constantly switching between
-Freebird like music
-Anger foot esque
-Breakcore
I need something like intense and fast paced to match the whole "Go as fast as you possibly can" gameplay I plan to have
I'm not going for metal music because it doesn't really fit what I'm going for
soundtrack by femtanyl
Added backwards bhopping. It checks if you're moving backwards and if it does then it increases your airbrone speed by a ton.
Hi
can I get some help regarding on how to use https://github.com/NewBloodInteractive/com.newblood.lighting-internals/tree/master
bump
Anything in particular you need help with?
(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?
Need to re-do this after I figure out "child of" constraints but it'll do for the time being
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
Do you get a warning in the console about enlighten or something?
Simple speedometer
Also nerfed backwards bhopping so its easier to control and not as broken
I think this is the last feature until I get a new computer
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.
teaser for a game i'm making
And your scene hasn't changed other than just being upgraded?
yeah, nothing changed , just jumped to newer unity version
Can you show an example of what you mean by the lightmaps not being properly arranged?
Are there like, corrupted looking shadows or something?
The lighting internals library basically just allows you to change values inside the LightingDataAsset
But to me it sounds like the UVs have changed somehow
can I send you in dm? , there is no way to share image here
Sure
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)
For now you can either DM or post a link
dying light 2 reference
more and more new blue names keep popping up,,,,
Speed Storage mechanic I have planned
Any feedback and recommendations on changes would be appreciated
I designed this system to make the movement more smoother and better for speedrunners
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
GOOD NEWS
Hooked up my steam deck so I'm using it as a temp computer
Hopefully it's stable enough for development
it should be tbh
its no different than a laptop
except for the fact that it's linux
my experience with unity on linux was very little but i'm sure it'll be good enough
pretty sure you can dual boot to windows as well
yeah but you'd have some trouble with bootloader priority
ans also storage
Very nice
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?
made in 1 hour
that could be really cool, what type of game you making?
It's hard to say but it mostly surrounds around getting a goal done as fast as you can
It's like a speedrunners game since I plan to include a lot of speedrun tech from other games into this one
finished shadows
hell yeah
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)
Thinking of replacing the speedometer
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
Looks great
Are you doing PCF filtering for them or somethin
yeah
the buffers are pretty low res so i bump the samples up
Got the current action part of the speed board working
skybox
@tranquil oracle Can I erase light probe data from lighting data asset using your tool? is it possible?
You can yeah
I don't think you need my tool to do it though
pretty sure you can just set https://docs.unity3d.com/ScriptReference/LightmapSettings-lightProbes.html to null
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)
the light probes are a separate asset
for this you'd just do it from an editor script
arent they stored in lighting data asset?
There is a reference to the light probe asset in the lighting data asset
But none of the data itself is stored directly in it
This describes the entirety of the asset
It's just references to other assets, and settings for lights & renderers
can I reverse my own lighting data asset? to check what's inside?
Yeah
can I edit them and and pack back into normal lighting data asset?
The library gives you full control over the lighting data asset
You can also look at the lighting data asset in the inspector
Help -> About Unity
When the about window opens, type internal (no text box or anything, just type it lol)
Unity should refresh or something
Then you can click on the lighting data asset, and in the inspector you can choose Debug-Internal here:
(the dropdown menu in the top right next to the padlock)
and then it's all visible in the inspector
can I bake lightprobes only in an existing lightmapped scene?
cool!
I don't think you can bake just the probes
I cant find debug internal option
It's in the inspector's hamburger menu
If there's only Normal and Debug, then you'll need to do the about menu thing again
what ever , How do I edit lighting data asset using your library? any clue?
The readme file on the repo has examples
You install it via the package manager's git option
@tranquil oracle can you tell me a bit that what are those which i can do with this data?
var data = ScriptableObject.CreateInstance<ScriptableLightingData>();
It contains all the information stored on the lighting data asset
So you can use the properties on it to change things
and then you use the Write function to save the changes back to the lighting data asset
i.e.
data.lightProbes = null;
data.Write(asset);
can I reverse search the game objects which are using a particular lightmap based on that lightmap texture? or in any other method?
If you know the index of that lightmap in the lightmaps array, you can find all renderers that use that same index
how do I find all the renderers based on index? what's the procedure for that?
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
suppose, I know the index number, now what to do
Then you just iterate over any Renderer components in the scene (i.e. you can use FindObjectsOfType<Renderer>())
And check renderer.lightmapIndex
wow thats great
is it possible to record baked lightprobes of a specific area to a lighting data asset?
Not sure what you mean
The lighting data asset doesn't contain any probes, it just has a reference to the probes asset
You could make a probes asset and make the lighting data asset reference it, if that's what you mean
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?
thats pain
Probes are tied to a lightmap bake, so for each set of light probes, you would need to do another lightmap bake
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
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.
but i dont have any idea how can i split the lightprobes, I need to see them first , and select them
that's too fast
The library gives access to both LightingDataAsset and LightProbes, but I have never actually done anything with the light probe stuff
i'll try to make a similar bhop thing
I only exposed the data, I haven't tried changing it much
I will dig it out
It's exactly the point
The entire game is about going fast
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.
https://youtube.com/playlist?list=PLJy0QQcj9W3_V3DrP9PaFdAhTHTRA-n3U&si=_ClTc1OHOJHgvUZt Not sure if I'm able to share this here but I made a playlist with all the devlog videos.
but it's pretty easy to bhop
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
maybe try to make the speed buildup slow
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.
Nah you're all good I understand what you were saying
11/15/2024
@waffwrw made the code and I tweaked it a bit. Sliding is simple and just preserves your velocity making sure you don't lose any. Ground pounding is also simple, if you're moving and do a ground pound then if will just instantly slam you to the floor but if you're not moving then it will launch you high into the air.
https://youtu.be/ntVXl3ue7hM Plazmin helped me out on getting this to work
11/15/2024
@Plazmin helped with making the code for the archive. idk what else to put here as it's pretty straight forward how it works.
Lil shotgun
Went back to one of my old games and tweaked it a little
Feels like a mosh pit now
where do i get the ultrasex mod
name
Redline express
Except I didn't update the game with these tweaks though lol.
The old version is still what's there rn
always love a beat 'em up about positioning and crowd control ๐
tell me when you upload the new version, I'll check it out if it's free
Mash'Em Up to the moon
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.
I have sent you two screenshots of the difference
Did you also update the RendererData in the lighting data asset? That's what tells each object what lightmap to use
You have to update lightmappedRendererData and lightmappedRendererDataIDs
lightmappedRendererDataIDs contains a SceneObjectIdentifier for each renderer component, and lightmappedRendererData contains a RendererData for the renderer at the same index in lightmappedRendererDataIDs
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]
there one more thing I have found
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.
Yeah you need to update the renderer data to use the new indexes once you remove lightmaps
Find all RendererData values that use the old index, and change it to the new one
there are almost thousands of renderer data, how do I modify all of them?
Loop over them all
var rendererData = data.lightmappedRendererData;
for (int i = 0; i < rendererData.Length; i++)
{
// do stuff
}
data.lightmappedRendererData = rendererData;```
thanks a lot
np
throwback to when i had quake style movement in my game with bhop
@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...
Whenever you remove something from renderer data, remove the ID at the same index
You can think of both arrays as the same array just split into two
So they need to stay in sync
So if you remove the data at index 50, remove the id at index 50 too
is there any way to identify the ids after i have removed the render data?
Identify?
alright i got you, but ScriptableLightingData.RendererData exist but ScriptableLightingData.RendererDataID doesn't...
lightmappedRendererData and lightmappedRendererDataIDs
how we doin up in here?
snazzy
https://youtu.be/GyaQKkZxkeI Added "Shopping" to the game. Also next up it weapons so finally no more updates around movement anymore.
11/18/2024
Decided to add strafe hopping (Shopping) to the game as a form of movement.
in that HL2 kind of mood now, making an underwater sea base type thing
messing around with ambience, liking it so far
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
im sure it looks great but ngl i can't see anything even on max brightness
Yeah I might need to turn HDR off while I work on it or smth lmao
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
contrast is probably low asf
https://youtu.be/4rzTxQrikqE Will be giving out test builds so if anyone is interested in just messing around with the movement and giving feedback then just give me a dm and I'd be glad to hand over a copy
11/19/2024
Let there be sound. And walking too ig idk.
1
Wow, it's certainly been a minute
Project looks quite a bit different since last time I was here
Lookin good
joe ligma joined the server
can't wait for his sidekick nathan sugma to join as well
Combining precision and efficiency...๐ฅ๐ซ
#IndieGameDev #RetroFPS #Gaming
@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?
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?
No clue unfortunately, I haven't tried to modify the light probes data before
If you're on Unity 2023.2 or higher you can use https://docs.unity3d.com/ScriptReference/LightProbes.SetPositionsSelf.html to change the positions
sadly, i am using 2021.3....
Rough render of the games cover. Not the best but it will do for now.
Little teaser from smth I'm making
https://youtu.be/jcMXOm4iyyE
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.
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
bro made "ultrakill but ..." without the "but"
ultrakill but it's purple guy murdering kids with an extra bit of swagger
Lmao
holy guacamole
Waos
trench foot coming soon https://youtu.be/SE6f7diLm0s
We yet live... We rise once again from a great slumber, this time ready to deliver. Prepare to gear up and do your duty. God awaits your service, pilgrims!
Let us know what you think in the comments and don't forget to follow us on our other social media!
Check out the ModDB page: https://www.moddb.com/mods/trench-foot-wip
Follow us on BlueSky...
this looks fire as fuck
ignore malphass there but holy shit i NEED the lewis gun
guess what im gonna do next
@wraith beacon which model lewis gun would you recommend me for aesthetic purposes?
MK1?
MK2?
i feel like MK2 without the shovel grip would be cool
would be cool if i made the reload completely ignore the button in the magazine
and just slap the magazine out with another
I thought they started using the bren gun in ww2
there were plenty leftovers iirc
i think the lewis gun is pretty accurate lore-wise considering we are talking about a group of fighters that procure equipment by themselves
got DAMN
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
what program do you use
blender
for texturing?
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
i hand paint mine from scratch
damn
plus the extra light baking i do in substance painter
then again substance painter does a lot of the heavy lifting for me
i don't have substance
FUCK
some cute alpha cutout decor
not done yet tho
still gotta do the lighting polish but it's almost cooked
@fickle drum motherfucker was the lewis gun in cultic as well
actually it wasn't THANK god
i need to do the grenades and finish the petrol bomb
i got stuck with godot's shitty as fuck physics engine last time with the molotov's rag
@pure jackal @rotund garden @spare scarab
i feel like i could still shave off polygons from the count
we'll see how detailed it looks in game
apparently godot's physics just actually fucking suck and the way u fix it is u use jolt instead
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
or pre animate it for all i care
just do what all source engine games do and just procedurally animate it with a spring formula
again thats literally what every source engine game ever does
like titanfall 2 does this
all those pouches and shit hanging from pilots and grunts? no physics, just damped springs
hell l4d2 does this for it's molotovs
this is the way then
i remember the holy mackrel too being like this
yeah tf2 jigglebones everything too
they have molotovs tho 
jiggles are so goated like they literally use jigglebones for the fluid inside the mad milk, jarate, and all the bread in jars
misfortunes were had
goes to show how early i got them on
old map, old rain, old HUD, old guns and hand model
SPEEENNNNN
i made so much progress since,,,,,,,,,, 
Nobody really tells you that when you make a game you make the whole fucking game
what
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"
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.
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
I can only ask one thing
which one has the most amount of progress done?
i'd say all of them are around 5% done
What's currently on your to-do list?
everything in this bluesky thread
https://bsky.app/profile/plazmin.bsky.social/post/3lajwevq47c2q
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
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
violxiv?
the thing I wanna work on everything at once but when I actually start working on it I immediately lose motivation
I feel you on that one. Sucks when that happens.
I usually just work at my pace and do things when I can.
I mean yea, it's brutal and you don't normally notice it unless you look at an older build where things were subsequently shittier
not even sure if this COUNTS as modding but me and my friends might be cooking
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)
this is some Lego island typa shit so far
I think you got the wrong ping but I'm not sure
no
did you play Lego games
Lego island especially with the pizza delivery minigames
that shit was cool
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.
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
omg you gave me an idea
Being able to skate rails but without a skateboard
you just slide across the rail for momentum
Lego island 2 was my favorite i liked it better than one
Lets kick this week off with some full auto action!
#IndieGameDev #Gaming #BulletTime
substance paintin time
do you want me to work some magic on this
that would be cool
I'll send you the model in 2-3 hours
aight
i won't promise i'll start working on it immediately because 2-3 hours later i might be asleep
ok
Very bright
lets see now
uh
i didn't take the gun's size into account,,
which one looks better
spiny mashinegun
i think this is the best so far
sound is very placeholder
magazine rotates EXACTLY 7 degrees with each firing, as that's the proper rate of turning
Zamn
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
@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) "
Not sure why that would be happening
as somebody who doesn't know jack shit about this gun, doesn't seven degrees of rotation end up not making a full 360 degrees
it doesn't need a full 360, there's a but of space between the bullets so while even, a row of bullets do not equal 360 degrees
does that gun have 51 bullets
49
ugh
i guess thats pretty cool
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
I wouldnt have noticed this thing rotates at all if you didnt tell me
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?
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
is it more noticable from this angle?
i think it's pretty noticable as is
the recoil is pretty good at hiding it
Should I experiment with ed edd n eddy sounds?
Like unironically use the sound effects
fuck yea
I also implemented a system for inverting the gun's swaying when moving the mouse
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
I have an idea for another game game to use these in because they would not work in Hot And Ready
fuked
THUG IT OUT

Ayo
remaking NewU in godot
what's new u
What's new? U
Wow nice work
newUwU?
game I was making in unity
got the perk icons done just now too
that's really, really damn good
very nice
got DAMN
these look awesome
ty
Recognizable yet unique!
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
also holy fuck i thought these were legit cod stuff
added some highlights to the lewis magazine to better show the spiny and finally made the scope of the kar98 also move when you walk
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
is that moh on some modern engine?
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
e
Anyone here know how I would make Dusk like vertical flipping?
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.
4x size everything in your game instead, there cant be much yet, right?
That will fuck with the scaling of the game too much
It's a temporary solution
until I find a better way
there is nothing more permanent than a temporary solution
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
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
can you check whether the player is on the floor or not
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
oh fuck yea ๐ฃ๏ธ ๐ฅ
you could handle it how nier automata did it
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
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.
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
I've tried this before and the camera went haywire when I tried to flip
Hard to explain but it was freaking the hell out
can you show it
I didn't record it unfortunately and I'm not going to reprogram a broken feature to showcase it ๐
well how else do you intend to accept help if you refuse to experiment with an extra pair of eyes
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?
im gonna create a small silent hill inspired walking experience on this engine/framework as a small distraction
kino
but i'm gonna deliberately ignore silent hill media
i'm gonna create silent hill from memory
mauser my beloved
yos
james,,,,
enjoying the fucking amazing puddles
the flashlight can get jammed, idk why its not intended
it is now
I gotta go to sleep I gotta go to sleep stop changing textures and adding plants please brain its 7am
Thanks a lot <:
i use blender
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?
can be annoying
you can do a lot of cool stuff in blender, so i'd say blender
but to get an idea of how the level looks just add cubes and resize them etc in godot
I use blender a lot, dw, I just don't know how best to go about building levels
then replace them with assets
it's not really that hard tbh, just look at references
Oh I try, I'm just really shit at finding them I guess ๐
I suggest pinterest, very handy
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
I just make the general level in blender and furnish it with props inside of Godot
also you have the cyclops level builder for Godot
which is just probuilder
I honestly just place random blocks where I think fit and tweak it, then replace them with models later on
I see
Fair
Oh yeah, very similar
VERY similar
I mean there's also C# so transitioning from unity would be easy
it's so easy even me, who knows 0 languages can do cool things with it
I used to make stuff in pygame so this'll be fun
alr alr
yeah it's supported, albeit you need the mono version of Godot for it I think
like c# is not in the base engine
I think
I'll check for you if you want me to
it's fine I'll just stick with the main language in the engine
it's just that the interface is a bit complicated
it's really not though
Godot has to be one of the most straightforward engines I saw so far
i guess since i'm not familiar with it
if you need help with it, I'll gladly help
only for modding
what would you say themain differences between unity and godot is
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
I see
I have learned about the existence of decal projection
This is so useful to spice up enviorments lol
decal projection as in adding in the greens?
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
wait, you modelled those fence holes instead of just putting a half transparent texture over a cube?
phew
yeah this is fine
just getting flashbacks to some unimaginable horrors
Oh god
starting to remind me a lot of the PS1 tomb raider games
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
it looks appropriate for PS1, unlike my rendition
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
fmod?
Ok ig that means you are not
what is fmod
definitely gotta touch up the thing if i can find the samples and flp files
audio editor that helps a lot with audio that changes a lot
changes a lot?
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
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
silent hill spotted
im wondering if i should redownload my sod2 modder so i can make an entire Ultrakill themed community
First off, from now on "xzxADIxzx" will take care of the code for this project while I take care of leading it, design and 3d modeling, with that said lets go with the changes.
Changelog:
-The entire movement has been re-done, the player can now sprint, gravity has been adjusted and on top of that FOV changes based on...
testing out some stuff for one of the puzzle area's loops
@feral rapids is this any good
i have no ear for music
also some exploration music
im sorry for taking too late i was taking a shit that weighted like yo mama ๐
can you stfu
its nice but it kinda sounds like elevator music
you already told me youre a FIR fan 
thats alright, its supposed to lighten the mood while solving a puzzle
yeah this is good
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
that gun in action
sadly its not as interactive as the rest
i was dumb and didn't model the flip-out cylinder
fixed the trigger
plus extra lights
really gotta make this gun shine
so fucking zexy,,,,,,,,,,,,,
oh btw here's the updated light
Why it bent like that
can't tell if you're ironic or not
Oh sticks
I like the execution because the light glare and the flashlight cookie are all procedural textures made using gradients
You can change the color of the light with those too. They are just super hard to turn on and off
wait what?
I never heard about that
i'm afraid it's first and foremost #ultrakill-modding, second, we don't deal with piracy here so ig you're outta luck
sis did u just admit to pirating a game in it's official discord
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?
technically you don't legally own any game you buy but i am going to have the money for it very soon
on steam at least
brother can you like, keep quiet
i hate people coming up with excuses saying "erm, achsually you don't own any game so me pirating is completely justified โ๏ธ ๐ค"
just say you're piss poor and you wanna play anyways, that's a better, more understandable thing to process
.warn 1179922125570707540 Rule 8
:o: Warned ralseitheprince#0 (Case #30662) (user notified with a direct message)
whatever your personal feelings are they are not to be discussed on a public discord server
ok
we dont care. just dont talk about it
lowkey agree but highkey shut the fuck up sis
๐
I mean if we're talking linear horror games I think a state machine is all you need
i'm talking fps game with enemies that can patrol and react to the player
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
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
Surprisingly common here
This thing took 6h, its not completly done yet but its a big step towards starting with gameplay.
Changelog:
-VHS effect is slightly different now.
-Water.
-Times of the day with a cool shader skybox.
A friend and I did this today for our game
tbh they'd have to partrol a set route each, play some idle animations every now and then, and when in combat, seek down the player, if in range and line of sight, take aim, fire, recalculate if next action is shooting again or change positions (take cover, go prone etc)
and also play out scripted events
thats basically just what hl2 npcs do
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
it's like when you wake up in the morning and you wanna pee
you try to twist it but it breaks
yea, you can swap out different lenses on those on the front cap, with green yellow and red, and clear
oh I thought like button presses, that would have been cool but that also didn't exist at that time
They are still fun to use
Hi hi, Id like to ask for some feedback about this
This video features rain and some decoration I made for the past few days.
Changelog:
-Rain event during the time of the day
-Cliff section decoration (wich also means new deco assets I guess)
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
I'll be honest with you, people often underestimate the PS1 in terms of detail
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
oh also the FPS 007 game or the fifth element game, and also small soldiers because in my book it's still peak fantasy both visually and audio wise
btw if anyone needs tips on this topic just @ me ๐ค
I don't want to gatekeep good graphics
especially since it doesn't take that much more effort
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
Will keep that in mind bro, I've got something in the oven I wanna show soon to all you amazing people in this chat
also for more definition, you could try smooth shading your flat shaded things here and there
it goes a long way, especially for terrain
Whats that
hard surface like concrete and metal is okay, but grass and dirt paths should not be sharp
I think I like flat shading more
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
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...
for you guys using unity
chat how weird would it look for enemies to be animated at 30 frames a second as opposed to more fluid animations
Would the player be the same?
what is the benefit
yes
art style
comically fast pistol
the beretta's sound is oddly satisfying at higher RPM's
I think I animated the dudes at 30?
I'm guessing he means stepped / no interpolation / " all jerky n shit "
yea no interpolation
after a lil mental health break I'm finally getting back into working on the tutorial
scrapped player model
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
it's missing some shading, things flow into each other but otherwise it looks good
what engine
you could go for fake ambient occlusion or screen space
or some minor directional light
distinct lack of shadows
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
Hey you, I know you and your project. One of my friends is going absolutely rabid about it.
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?
as they should, slowly but surely it's building up nicely
I still find it unbelievable to have some sort of following like that and I guess i should really make a discord for it
You definitely should if that makes communication easier.
Any ideas for platforms that it's releasing on?
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
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?
I already have it but it might not be enough, Ill play around with shadows and stuff like that today thanks for the tips
Its an entire videogame yes
Im glad you like it <:
Nice, what's it about? As spoiler free as possible.
:3
Fishing game, nice.
Sounds scary.
:)
big guns will be reloaded normally while pistols just off screen reloads mostly
Huh, alright. Makes sense to spare resources on the pistols.
gone fishing 2......
nah it's just a stylistic choice, the base animation is the same, but the weapon Will behave differently
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
Oh yeah I saw that. I was just wondering why it didn't happen on the screen.
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
Hey anything that makes it feel familiar is another bonus imo.
I do know many games did it back in the day when they had like a ton of weapons.
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
Oho-
Nice.
so if someone feels like they want to add something, it's always possible
Don't forget mod dashboard integration then.
let it be custom maps, campaigns or weapons
The Steam Workshop is perfect for that stuff.
also custom HUDS
exactly
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
I have a fucking ARSENAL here
Can't wait to see MoH: AA and Pacific Assault being remade in your project by a modder with too much coffee.
Ooo loving that one.
not sure about those, however they're not too different in terms of gameplay
I'm waiting for the eventually timesplitters 2 remake in Godot using my framework
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.
I love that FG42.
what's that gun from
timesplitters 2
ripped and recreated
drag and drop solution as well
I added a selector for reload types
I do have to ask, is the FG42's scope omitted for balance reasons or because you just don't like it with one?
I just don't fw it, I might add it later as it literally takes like 30 minutes to do, I can just pop it on top and select the aiming type to be scoped and it'll handle the rest
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
I love that we can customise that so easily.
hey, it makes my job easier as well
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
Such as a scope on an FG42, basically.
like for example the Beretta checks DURING the animation if the slide should lock back
Oh that's pretty cool.
nah that's simply pop a scope model on top, flavor it as you'd like and select "scoped" as the aiming type
the recoil is entirely procedural so
plus you have the aim() function, you can add a lot of stuff into it as well
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
fire selector, anything
So from what I'm getting is that you can essentially tweak weapons by just swapping out some lines rather easily?
the base code handles a lot of things by itself so you can just customize it within the editor itself
Very useful.
that too, but the overall code is made so tweaking small things is easy
Feels kind of like a mix and match style that'd be useful for different weapon behaviours.
Very convenient if you have aspirations to make mods based on different franchises or genres.
Cough AVP2 cough.
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
it's VERY robust tbh
down to the minute detail like the view model sway when walking, or idle
or the camera recoil
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)
what else am I missing
oh, tracer color, size and length as well
I wonder, do the weapons as is fire hitscan or are they projectiles?
AND how far bullets can go before despawning
projectiles
Based.
well, a mix of both
I use a ray cast to determine the target and it's position so the bullets can point towards it
AND the bullets ARE small ray casts that move through space one step every physics frame
oh, yeah and also you can set weapons to be explosive, the explosion size and scale, as well as damage too
Mods in Scarab Gun.
which is funny seeing the shotgun spray panzerfaust explosions
also these are only the guns, I want a modular character controller as well
but using Godot's node system as modules to swap out movement behavior
so you could make a quake style movement if needed
Would it be possible to adjust the parameters in real time while in game?
Ie: script a character to move slower due to a seizure/shellshock etc?
you can actually do that
like it's not hard tbh, but I could just write it into the base movement handler
like slow amount and have the slow value just either subtract or halve or stuff
that's not something that I looked into yet though
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
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
it's a modifiable thing as well, in 25% increments
Is there a script in place to make it regenerate?
Might be useful for more sci fi oriented mods.
I'll make toggles for both health and armor regens, their rates and the delay
I think it's my lack of roles that prevents embeds.
you thought right
you'll get a role soon tho
just keep chatting
I need to make a game rule global script that can toggle these for the player though
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.
well, I didn't think I'd go full modular either
I mean, sounds modular enough to me.
my shit was set in stone before flipping to "hmm, would be cool if I exposed these settings to the engine"
I'm getting into the 'fuck it, I'll do it myself' phase for certain games.
like this sounds like a lot, but it really is not
what kinda game you have in mind?
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.
trespasser but good
Trespasser but you're dropped into the world alone or with up to 4 friends.
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.
THAT is actually something I wanted as well
where having a second player would add more content
not in every level per say, but yea
Oh yeah that definitely sounds fun, but it seems like a lot of work too.
Like my idea was to stick to the main game's plot in a decently uniform manner, but the intro's different like Cyberpunk.

๐ฅ

