#general-modding

1 messages Β· Page 35 of 1

merry lotus
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now to reimplement lightmaps

hazy sky
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when the skies are stripey and blue,,,,,,

merry lotus
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just found out i can use bitwise operators in glsl

hazy sky
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i got a cool lobby system in place

dusky pivot
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voice acting thing I tried today, I have zero experience on this and Im also not native so yeah

hazy sky
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the "exotic" accent adds to it tbh

dusky pivot
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Its Spanish lol

hazy sky
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ok i cannot figure out why the multiplayer authority isn't set for the second player

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@crimson tapir can you help me out?

crimson tapir
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A bit busy right now, are you using high level multiplayer nodes?

hazy sky
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using what

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i basically have a lobby scene that allows peers to connect

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they are kept in a dictionary with peer_id's

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and basically i have a start game button that changes a scene, transferring the players to a new scene

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from there, i have a multiplayerspawner linked to a node3D in a global script

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but the clients just never work

crimson tapir
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So does the server inputs control the clients?

hazy sky
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the clients would control themselves

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how do you have your multiplayer set up?

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because i just realized you literally cannot switch between scenes in godot because it will mess everything up

merry lotus
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the code for generating luxel_min, luxel_size, and lightmap_size is exactly the same as it is for the OpenTK version but the values aren't correct goldensmile

hazy sky
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do the light maps need normalizing

merry lotus
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no

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current code for generating the values / old code for generating the values

i genuinally have no idea what's wrong

tranquil oracle
gloomy oxide
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anyon e know how to play multiplayer?

pale raft
dusky pivot
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Recorded from scratch and changed some lines, also tweaked the EQ for my voice, its should sound much more like an old recording now

hazy sky
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more high less lows

dusky pivot
#

There is subtitles

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Can you point out what parts are difficult to understand

hazy sky
#

this part for example

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also this

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either it gets way too crunched or you pronounce it too exotic, or both

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or im having a stroke

dusky pivot
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Well that is just my pronounciation

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Subtitles will fix this issue tho

hazy sky
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aight

merry lotus
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idk what's going on with the seams

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and some faces don't have their lightmaps set properly

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but i guess for now it kinda works

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so weird

dusky pivot
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Plazmin did you made the rock textures?

merry lotus
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no it's an edited texture that I got from ambientcg

dusky pivot
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Oh wow

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That website is really good

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Are they free to use?

merry lotus
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yeah

azure flume
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and cough your voice clear

dusky pivot
#

I will note this down for the next tape

hazy sky
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or some rustling before you set the recorder onto the desk

hazy sky
merry lotus
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i have no idea what's wrong

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this is really pissing me off because it's SO CLOSE to being done

limber bramble
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this seems like one of those issues that ends up being caused by a typo

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10 hours of your life wasted because you accidentally typed y instead of an x somewhere

tranquil oracle
#

that's a new one

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never seen the map corrupted in that particular way before lmao

blissful arch
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working on my terminal; it's pretty tough 😬

merry lotus
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made this out of frustration

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the no real world use line is a lie I just didn't know what to put there

tranquil oracle
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lmao

azure flume
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Looks accurate

dusky pivot
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Still prototype but

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We made a material that blends textures and Im kinda experimenting here

dusky pivot
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Here are some extra angles

hazy sky
hazy sky
hazy sky
dusky pivot
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Made pine trees, improved texture blend too

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Im really happy with how its turning out so far

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Tho the trees look a bit strange Idk why

hazy sky
dusky pivot
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Added stomps, logs and a friend helped us to make vegetaion wavy

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Its rlly cool!

merry lotus
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im gonna have an aneurysm

I had to put a try/catch thing where the game puts the lightmaps into an atlas because otherwise I would get an IndexOutOfRangeException which is why most of the walls are grey

and only half of the lightmaps got generated correctly

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at least I'm getting somewhere ig

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all of the faces that have correct lightmaps are perfectly square

so I guess that's a hint as to what's wrong

tranquil oracle
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On the bright side, the actual pixels look correct now

merry lotus
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i don't know anymore

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everything in the code seems to be correct but it still looks like this

merry lotus
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OK OK I GUESS IT WORKS NOW UM UH

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it was the rectangle packing

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the library i was using was messing something up

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so i had to write my own rectangle packing function

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i was extremely doubtful that the library was what was causing it so this genuinally suprised me

tranquil oracle
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Makes sense, every bit of code you showed me looked correct other than that one column issue so it HAD to be that

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Otherwise the universe was simply against you

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Rule 1 of fixing bugs: blame everyone else kekw

merry lotus
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lol

muted stirrup
hazy sky
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chat I fucjing hate the idea of having to restart development of my game because of multiplayer,,,

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but I want multiplayer

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if it means prolonged delay then so be it

merry lotus
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started working on light styles today

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so far I've got multiple lightmaps generating and the first style pulsing

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I'm not sure if I'm doing it right though

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right now it just adds the lightmaps together because I'm not sure what type of blending to use

spare scarab
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hell yea

hazy sky
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question

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do you always have to calculate lightmaps?

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godot also has a baked lighting functionality but I didn't really bother yet

azure flume
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scope creep!

azure flume
merry lotus
azure flume
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lightmap is basically a texture that has shadows painted on it, so if you change geometry/lights you need to bake it again or it will look wrong. But you dont have to if you dont care about it during testing.

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or you can bake it at super low quality so the baking time is minimal

merry lotus
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lightmaps only have to baked once

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and every time you make an edit you have to rebake it

hazy sky
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I'll look into it when I get home

dusk wigeon
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cool

hazy sky
# pure jackal Please dont bro

either I do this now while it's not too late, or I take a buckshot roulette turn where like it takes a year to release an update because of it

pure jackal
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Look at it this way

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Good singleplayer experience, makes bank

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Funds an even better multiplayer experience

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Or you could go the dusk route and make MP a separate exe

merry lotus
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just had an idea for how to handle light styles

so for testing I've just been using 4 textures, each one having the specific light model that the face has (since each face can only have 4 lights) and I assumed that later I would have to generate separate textures for each light with a style

so I had this idea:

generate a 5th texture and use the R, G, B, and A channels to point to an index in the brightness array

I don't know if this has been done before or if it's even a good idea at all

azure flume
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why do this to yourself

merry lotus
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wow light styles were a lot easier than I thought they would be

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I'll share a video when I get home

tranquil oracle
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Yeah light styles are overall pretty simple, there's just very little information around about how they should work

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Literally just "the lightmap offset on a face leads to an array of lightmap textures" and then it all clicks

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Some BSP formats support more than 4 light styles and there are BSPX extensions that let you have effectively no limit, which is a bit harder to implement, but the concept remains the same

hazy sky
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and unlike dusk i will have proper mod support

pure jackal
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Dude

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The fuck man

pure jackal
earnest lily
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yeahnnno

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no.

pure jackal
tranquil oracle
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damn I'm out here catching strays gone

hazy sky
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this chat wouldn't know satire if it blasted them across the face with a SHOTGUN

pure jackal
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I'm gonna assume you mean sarcasm

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you gotta be direct that you're being sarcastic in text dude
regardless, it's still uncalled for to throw shade towards the sdk team dude

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like jesus dude you can't just say its sarcastic and its magically alright

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πŸ‘Ž

soft dragon
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yeah not cool whether it was a joke or not

merry lotus
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right now the functionality is hardcoded

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but i'll get to making work how it should

tranquil oracle
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I can get the actual patterns for you, sec

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    SetLightStyle(0, "m")
    SetLightStyle(1, "mmnmmommommnonmmonqnmmo")
    SetLightStyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba")
    SetLightStyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg")
    SetLightStyle(4, "mamamamamama")
    SetLightStyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj")
    SetLightStyle(6, "nmonqnmomnmomomno")
    SetLightStyle(7, "mmmaaaabcdefgmmmmaaaammmaamm")
    SetLightStyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa")
    SetLightStyle(9, "aaaaaaaazzzzzzzz")
    SetLightStyle(10, "mmamammmmammamamaaamammma")
    SetLightStyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba")
    SetLightStyle(63, "a")
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Each letter represents a 0.1 second "frame"

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a is 0 brightness, m is full brightness

merry lotus
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oh ok

tranquil oracle
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anything after m is overbrightness

merry lotus
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thanks

tranquil oracle
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Looks like Half-Life also has a style for index 12

merry lotus
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how would I go about calculating the values associated with the letters

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nevermind i think i got it

pure jackal
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NICE!!!

tranquil oracle
merry lotus
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thanks πŸ‘

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i didn't even know you could use chars like that lol

merry lotus
tranquil oracle
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I guess technically since the cast is implicit it can be simplified to just return ((float)v - 'a') / ('m' - 'a');

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Something I want to experiment with adding to the SDK is light style interpolation
Like if the values of two light style "frames" are close enough together, it will smoothly interpolate them

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Can't do it for all frames since it'd break flicker lights

merry lotus
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could you like, take each char, use it as a position, and make a curve out of it

muted stirrup
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ok so unrelated im in a bit of a conundrum...wood or polymer stock?

tranquil oracle
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Sorta yeah

muted stirrup
tranquil oracle
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lmao the color balancing on my right monitor is so screwed

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those just look like two shotgun silhouettes there

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I say wood tho

muted stirrup
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aye, tbh its purely an aesthetic choice, i also plan to add more detail but im just torn between em heh_heh

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think i need to add some link to to pump mechanism, as well as move it closer to reciever etc

crimson tapir
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So basically

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I have a "game manager" node that has the game logic scripts and the level is loaded then parented to that node when the player joins

hazy sky
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I was afraid you would say that

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why is Godot multiplayer so bad

crimson tapir
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Ah, It's not that bad, it's just different

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The multiplayer spawned and synchronizer nodes make things a lot easier, but I'd recommend avoiding using them when you can

hazy sky
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that's great

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they cause issues?

crimson tapir
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There's also a setting you can disable that prevents RPCs from being automatically relayed to all clients, I'd recommend flipping that and having the server manage what gets relayed through code

crimson tapir
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You always want to try and send as little data over the network as possible when you can avoid it, and those can introduce some unnecessary overhead

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But you still can use them, just don't stick s synchronizer on every object and have it sync everything all the time

hazy sky
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define underperformant

crimson tapir
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Sending redundant or unnecessary data over the network

hazy sky
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but tell me, what gets relayed to the clients? like for example, my guns shoot projectiles with varying bullet inaccuracy, do I also need like a synchronizer on the bullets?

crimson tapir
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If you're wanting to implement any kind of client prediction I'd recommend not using them for synchronizing movement

hazy sky
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they move through process functions

crimson tapir
crimson tapir
hazy sky
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oh?

crimson tapir
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Yeah, you can't depend on everyone having the same or constant frame rates

hazy sky
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I mean yeah that's true

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I'm afraid that's gonna fuck my bullets up tho

crimson tapir
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Also make sure to set up a tick system, just an integr that goes up by one every physics process and gets synchronized every couple seconds to be safe, MASSIVELY helpful to have a "clock" you can usually depend on being the same for everyone

hazy sky
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should it be a global value?

crimson tapir
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Oh yeah, just about everything networked needs to know what tick it is

hazy sky
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aight

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what would you recommend using the ticks for?

crimson tapir
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The usual stuff, like timing fire rates, scheduling synchronized events, keeping track of when an RPC was sent and how old it is (useful for client prediction or sever reconciliation), but you can also use it for other things like deterministic spread for weapons with spread by using the tick as the randomization seed

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Like my game has a system where when a projectile is fired, the tick it was fired on is accounted for and the projectile is "scooted" forwards along its path a little for remote clients to be synchronized with the one who fired it

hazy sky
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okay and actually, how do I even tie functions like this to a tick system?

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like I understand the reason of the tick system, I just lack the vision of logic in my lil brain to figure out how to use it

crimson tapir
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So if you want something to be synchronized across the network like some important map event happening or a crucial pickup respawning you can have the server basically say, "alright, gentlemen, it's tick 210 right now, and at tick 260, 50 from now, we'll all do this thing, got it?"

hazy sky
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I mean yeah that makes sense

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but let's say someone joins in mid game, does that mean their tick starts from 0?

crimson tapir
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No, the server catches them up

hazy sky
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aight

crimson tapir
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That's actually a whole other can of worms, because if someone joins nid match you need to catch them up with everything that's going on

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But yeah, the tick should always be the same for everyone connected

hazy sky
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also question. what is worth keeping in globals?

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like I assume globals are replicated for everyone, not sure if that's a good idea

crimson tapir
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Uhhh, I just have it exported in the game manager script and everything that needs it has a reference to it

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I almost never use the actual built in globals

hazy sky
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FUCK

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so how do you keep server rules then like time and point limits, game mode etc?

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I mean I could probably keep that in the scene that's always loaded

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like a game manager

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I gotta research this shit

crimson tapir
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Those are just game manager things, when a player joins it sends over an RPC detailing the rule set

hazy sky
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also about RPCs, how do they work?

crimson tapir
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But that's just for display, it's not like if a client hacks the game to make the time limit infinity it does anything to anyone else because ultimately what the server says goes

crimson tapir
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It's a function that when called will be called for someone else over the network

short torrent
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oh wait you asked how to tie functions to a tick system

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idk man

crimson tapir
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For instance say server calls an RPC with an argument "foo" the clients that are set to receive that call also run the function with the argument "foo"

crimson tapir
short torrent
crimson tapir
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Reasonable misunderstanding

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I made the same mistake last time I got pulled over, turns out he was just asking for my license

hazy sky
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I'm still hung up on the fact that I have to migrate everything away from the global that I had

hazy sky
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btw I have 1.3k hours in terraria

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as in how was that misunderstanding made

short torrent
vast yacht
#

i want infinite coin throw fast how?

ashen folio
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Hello

earnest lily
muted stirrup
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yh 2 secs

spare scarab
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i love the polymer version

dusky pivot
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Still a bit WIP

spare scarab
#

nice

merry lotus
crimson tapir
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Love the crunchy posterized textures

merry lotus
#

trying to reimplement framebuffers but even though RenderDoc says that the texture is correct and it works with literally every other texture in the game, it's completely black when I bind the framebuffer

hazy sky
merry lotus
#

got it working

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now i can work on reimplementing ui

merry lotus
#

actually first i'm gonna reimplement particles

merry lotus
#

just had to port a bunch of code

pale raft
#

fireblu fountain

merry lotus
crimson tapir
hazy sky
dusky pivot
#

Chimney :3

hazy sky
#

nice smoke

hazy sky
#

i need some good explosion png's

uncut remnant
#

doom HUD mod I'm working on now has a new death sequence (wip)
(contains flashing lights)

hazy sky
#

i like that you made the dynamic messaging a diegetic element by incorporating it into the visor

shadow hinge
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Reminded Project Brutality

marble frost
#

j

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;

muted stirrup
dusky pivot
#

☎️

muted stirrup
hazy sky
tight dock
#

General modding

fair sorrel
#

IMPOSTER
πŸ”ͺ 🩸 🩸 🩸

dusky pivot
#

Made a smol test with audio

waxen plover
#

I love the vibe this gives off

hasty stag
#

yk whay i love

tight dock
#

General modding

earnest lily
hazy sky
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found this cool snippet of old gun catalogs

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should be a cool thing to reference my buy menu off of

tiny jolt
hazy sky
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so upon some talks yesterday, I decided I'll also start a survival horror project in the downtime when I'm not working on legion of honor

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I'll be working on a cool modular camera system, something that was seen in both Silent Hill and Dino Crisis on PS1

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so let's say there would be 6 types of cameras, fixed, fixed tracking, following camera, path based camera, third person/overhead with free rotation

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and some others that I feel like adding

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gonna be designing it to be modular as fuck, with triggers entered by players dictating which camera is active

pale raft
#

‼️

dusky pivot
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Does anyone know how I could apply a global volume and make the settings apply gradually when the gameobject that contains it is activated?

mighty lichen
stone python
#

The Gorillaz I have once returned

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Know you so match is Γ  the best of you is the best of the best of

hazy sky
#

question, should the level be semi-open, as in no load screens, or should i have door transmission like in RE or Dino Crisis?

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stop

pale raft
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Door opening gives you a quick second to breathe

hazy sky
#

yeah, although i have an idea

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semi open

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BUT the save rooms have transition animations

pale raft
#

!!

hazy sky
#

so its like a sigh of relief when you can finally rest up and it's a great way to signpost the room's feature

pale raft
#

I like it

hazy sky
#

me when i name the game Dino Conundrum

pale raft
#

Are you going to do a re4 style of inventory

hazy sky
#

i was thinking of it actualyl

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actualyl is gonnna be the species name of the dino in the game

pale raft
#

Can you post a picture of Dino

hazy sky
#

but so far the list of ideas is:

  • ever changing types of camera ala DC/SH
  • tarkov/stalker style inventory
  • female lead
  • first/third person camera
hazy sky
#

vino crisis

forest plaza
#

what

hazy sky
#

add like two types of bleeding, mild and severe, mild would probably stop after a certain time has passed and cannot kill you, and severe could actually kill you if untreated

dusky pivot
#

Does anyone know why baking lights in unity makes them 10 times brighter for no reason

hazy sky
sharp vortex
shadow hinge
#

My doom mod

dusky pivot
#

Where is this setting located btw

mighty lichen
# dusky pivot Where is this setting located btw

Im pretty sure i would just make a script that finds all light components and dims their indirect lighting value. messing around with the enviroment tab of lighting may help. this is all unityEngine and idk a lot about modding(just a lot of game dev experience). i never ran into this problem suprisingly so im not really the person to ask lol.

dusky pivot
#

Indirect lights are set to 0 I believe

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Its very strange, on play mode lights no longer look super brighr after bake

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Only duribg editor

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But then after building the game it looks bad again??

mighty lichen
#

is a script causing indirect lighting issues or is something realtime?

dusky pivot
#

I dont think so

mighty lichen
#

reflection probes or smth?

dusky pivot
#

Its just default lightpoints with baked rather than realtime

dusky pivot
mighty lichen
#

lighting > Enviroment > Enviroment lighting OR lighting > Enviroment > Envirmoment reflections?

dusky pivot
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Its set to 0

hazy sky
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since it's editor only, are you sure it's not the lights applied twice?

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you see the actual lights, and the baked lights together?

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then again, idk anything about unity or baked lighting

dusky pivot
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Nop

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I tried removing the actual light point

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On top of this, it does get fucked up on build too for no reason

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Im really confused

uncut remnant
shadow hinge
#

Awesome

hazy sky
mighty lichen
#

hello im concious again. anyone need help with unityEngine stuff

sharp vortex
#

Yes make my game for me thanks

muted stirrup
keen bear
hazy sky
sharp vortex
#

Unity

pure jackal
# keen bear

Did you get a GALAXIANΒ³ ARCADE MACHINE?!?!?!

dusky pivot
keen bear
pure jackal
#

Wow

waxen plover
#

cd album thing

dusky pivot
#

Looks really good :3

waxen plover
#

ty

dusky pivot
#

Did you made the textures?

waxen plover
#

just took pics of a cd album i have

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and used shoebox to adjust them

toxic cave
#

mmm corruption

earnest lily
lapis steppe
#

i need a tutorial of how to install the mods on this new version of Ultrakill

gritty burrow
#

Too

lapis steppe
#

someone has one?

pale raft
gritty burrow
lapis steppe
hazy sky
lapis steppe
#

i went only for the general haha

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sorry dude

pure jackal
#

I wonder if they should change the name to "modding and gamedev" or something

azure flume
#

Rename it to #hackermans

dusky pivot
#

Rework to this panel

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This is the old model

waxen plover
#

chat does using mathf.lerp a lot cause lag

blissful arch
#

you're just using a + t(b - a)

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use a profiler

waxen plover
#

but i'm using the gameobject that the script is attached to as a starting point

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meaning the gameobject will never actually reach the destination, the distance just becomes so small it's unnoticeable

waxen plover
blissful arch
waxen plover
#

alright

merry lotus
#

I got debug shapes and raycasting working today

gonna try adding enemy navigation

merry lotus
#

from the looks of it, finding paths and navigating seems easy, I just gotta use the A* algorithm

actually GENERATING the navmesh and finding which triangles are next to each other are something I still need to figure out

unique trellis
#

d

hazy sky
#

d

atomic zealot
#

d

tranquil oracle
merry lotus
#

got navmeshes generating and sharing indices between triangles

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i'm trusting that the code i wrote to find triangle neighbors works because i'm gonna try implementing pathfinding now

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i'll add stuff like turning stairs into slopes and padding later

merry lotus
#

it might be hard to see because the lines are so thin

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just added triangle neighbor detection

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now to add A*

earnest lily
merry lotus
#

right now i'm just using the midpoints of the triangles for finding which point to place on the path which is also messing with the cost of triangles

but other than that IT WORKS!!!!

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and it's pretty fast too

hollow barn
#

g#

merry lotus
#

need to implement the funnel algorithm

limber bramble
#

Did you write the A* algorithm yourself or use a library for it

merry lotus
#

wrote it myself

the algorithm itself is pretty simple

#

learned a lot from this video by sebastian lague
https://www.youtube.com/watch?v=-L-WgKMFuhE

Welcome to the first part in a series teaching pathfinding for video games. In this episode we take a look at the A* algorithm and how it works.

Some great A* learning resources:
http://theory.stanford.edu/~amitp/GameProgramming/
http://www.policyalmanac.org/games/aStarTutorial.htm

Source code: https://github.com/SebLague/Pathfinding

If you'd...

β–Ά Play video
limber bramble
#

hell yeah

#

it's definitely something that seems more complex than it actually is. still took me a while to fully wrap my brain around it the first time I tried implementing it

hazy sky
#

this might be too simple

earnest lily
hazy sky
#

thinking about making the stock a 2D alpha cutout thing instead

merry lotus
limber bramble
#

Getting ever closer to being playable.....

merry lotus
#

soon.........

dusky pivot
#

I got an ancient build of the game

hazy sky
#

but i dig the overall feel

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i'll texture it tomorrow

hazy sky
dusky pivot
#

waow

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My old build doesnt even have sounds or anything

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You can just walk around

hazy sky
#

its not such a big feat, everything here is actually driven by animation players and there is simply just very little code

#

it was 2 years ago and this is the very first iteration on the project

stiff thorn
hazy sky
stiff thorn
#

yeah true, they're kinda chill at lower lvls

hazy sky
#

LV1 too easy, LV2 good, LV3 fuck too hard go back

stiff thorn
#

I forgot about that because of dynamic difficulty

#

I can never get the game to let me play on anything lower than level die unless I let myself get hit

hazy sky
#

LV DIE basically allows the enemies to chain up their combos and interact with each other

#

like literally tag team combos and special attacks

stiff thorn
#

yeah, and the most impressive thing about it all is that they can all attack at the same time, combo and chain up and it still feels fair

#

specifically because of how free you are to cancel almost anything

hazy sky
#

no it really doesn't feel fair but that doesn't matter because the core loop is satisfying once you finally progress

stiff thorn
#

hard disagree

hazy sky
#

i would post videos of me getting my ass kicked in but this isn't the channel

stiff thorn
#

you can dodge anything if you have the foresight and reaction time

#

there's like 5% of attacks in the entire game that are bullshit

#

which is pretty good all things considered

hazy sky
#

yea ok but i ain't spiderman i cannot always look at the minimap and also check if the enemy is blocking, or doing a low or high attack

stiff thorn
#

if you're good you barely look at the minimap

hazy sky
#

or check if my attack will interrupt instead of getting me killed because the enemy started his attack first (all 5 of them at once)

stiff thorn
#

but that's the great thing about it

#

unlike most other games, if you see your attack will not hit first, you can still dodge mid attack

hazy sky
#

but yea LV DIE basically removes every restriction the devs put in for the enemies so it's cool

stiff thorn
#

if you see that your attack is gonna get interrupted by a third guy, you can still dodge it

hazy sky
#

well yeah but there are attacks that you cannot interrupt

stiff thorn
#

yeah and in return they do a lot more dmg

hazy sky
#

most of the launches actually cannot be interrupted

stiff thorn
#

yeah because they give you a free AOE attack

#

but if you are good at countering, you can just use the uppercut launcher that IS interuptable

stone python
#

Hi

hazy sky
#

this is gonna suck

west haven
#

why are u posting in every channel

#

ur gonna get muted if u dont stay on topic to the channel ur in

#

?

hazy sky
#

tfw ultrakill mod has to kill someone in the non ultrakill channel

#

also i'm fucking stupid because i exported the texture at 256 but designed it at 512

#

staying this way i guess

hazy sky
#

@pale raft look at my son

pale raft
pale raft
#

@hazy sky gulp

hazy sky
#

need to fix the broken shit then i could release another small snippet with the zombies included

pale raft
#

also what

#

ive never seen this weapon before in it

hazy sky
#

it KINDA works

#

problem is how it also collides with the player and pushes you around

pale raft
hazy sky
#

good thing you reminded me

#

i completely broke the sprite weapons as well

pale raft
#

and i think something happened with the revolver

#

it will not change weapons with the scroll wheel when its out

hazy sky
#

i think you swapped away from it while reloading

#

this is also fixed in the new version

pale raft
#

‼️

hollow violet
#

what are the differences between r2modman and thunderstore?

waxen plover
#

there's like 2 unity urp shadergraph tutorials on google

#

the resources are so scarce

junior bluff
hazy sky
#

but I like r2 better

pseudo solar
#

I am trying mod UMVC 3 community edition keeps give me this errors

#

does anyone know how to fix this

azure flume
#

why is the file extension ".tex 2" ?

#

seems odd

pseudo solar
#

is that problem

earnest lily
#

probably native format

pseudo solar
#

what does that mean

muted stirrup
pseudo solar
earnest lily
pseudo solar
waxen plover
#

1 pond fis

waxen plover
#

these graphics look tasty

azure flume
#

More like 50MB

toxic hemlock
toxic hemlock
hazy sky
#

the simple structure allows for custom stuff so if you wanna create custom campaigns then you can, custom weapons and everything

toxic hemlock
#

ur making excuses so u dont have to add enemies

hazy sky
#

I have enemies, I am struggling with the animations now

#

also sprite weapons were always a thing in my system, I just made a major rewrite and simplification to the base weapon structure and broke sprites as a consequence

#

btw @pure jackal i still have no idea why the weapon bone fucks up I've spent like 2 days trying different methods and even asked left and right on the godot server and yeah

#

I also tried setting the weapon a child of the hand bone in editor, but that also doesn't work as intended because it stretches the weapon all over

uncut agate
pure jackal
#

FLINTINSTEAL

uncut agate
uncut remnant
solemn estuary
#

I've been working on a Gloomwood fan game inspired by Darkwood for some time now

pure jackal
stiff thorn
hazy sky
uncut remnant
hazy sky
#

this is fucking amazing meanwhile ultrakill is like lole u suck press e to restart

spare scarab
#

the death screen for ultrakill has been updated last patch

dusky pivot
#

Does anyone know why the "soft particles" setting does not work?

#

Im using URP and yes, I do have depth texture enabled

hazy sky
#

did it get remastered

merry lotus
#

yeah

#

the ultra_revamp update released a couple of weeks ago

#

pretty much every part of the game got updated

hazy sky
#

not gonna replay it

#

can't make me

dusky pivot
#

Endless war against unity is done

#

Fog is completed, lfg

jagged harness
#

anyone play grezzo?

waxen plover
dusky pivot
#

Thanks

muted stirrup
hazy sky
muted stirrup
#

hopefully gonna get some animations in given they be good to see in slowmo and just help with polish

plucky beacon
pale raft
waxen plover
#

found this cool model i made in 2023

#

hands sucked though

dusky pivot
#

Just some cool random leaks

merry lotus
#

reworked navigation so that instead of using triangles as nodes, it uses the vertices as nodes and uses the triangles to find out which nodes to use
still need to implement the funnel algorithm because i don't completely understand it yet
and i also gotta figure out how to turn stairs into slopes

dusky pivot
#

Thats really cool :3

leaden sail
#

hey does anyone have trouble with the half life maps? they have no enemies in most, and are named random series of letters and numbers

#

actually most of my mod maps not only do not have enemies but also show up in custom campaign levels and not enddless. am i doing something silly

plucky beacon
sharp vortex
# leaden sail hey does anyone have trouble with the half life maps? they have no enemies in mo...

Im assuming this is Dusk?
If so #dusk-modding but also I think you're experiencing two things:

-The HL1 maps loaded into Dusk just replace enemies and NPCs, it doesn't add more than were already there, and HL1 isn't so densely packed with enemies

-The HL1 maps being random letters and numbers is normal. That's how they're named in the original game. Something like C1A0 is like Chapter 1, section A, map 0, etc. I'm a bit off on that but that's the general idea

earnest lily
hazy sky
#
#

holy shit chat all these WW2 stuff for free

#

i might borrow a few stuff from it with credits

leaden sail
plucky beacon
shadow hinge
merry lotus
desert shard
#

Here's what I have so far for Ludum Dare 57

No idea if I'll finish, but let's see

earnest lily
#

He's back

uncut remnant
feral ermine
#

Looks really good, the whole thing is coming together great

feral ermine
#

Spent a while bugfixing and adding toolbox violence to the game
Finally making the last area I need, blendering it all as practise to move away from using blockout

dusky pivot
#

Wow

#

That is really really good

sand quest
hazy sky
#

I should start blocking out the levels as well

uncut remnant
# shadow hinge What the weapon pack?

not public, with no intention of making it so
it’s basically just Smooth Doom but it uses Brutal Doom v22’s weapon sprites and animations on vanilla-style hands

desert shard
pure jackal
#

Like seriously fellas this woulda been a nightmare without his expertise

merry lotus
#

I can't believe there's no online resources for sphere / box casting using a BSP tree

#

I found this one GitHub repo with a file that had sphere / box casting for quake 3 but it uses brushes and I want to try to implement it without brushes so that you don't have to rebuild maps that don't have brushes

hazy sky
#

can someone lend me their unused energy so i can be more active

hoary steppe
#

Hey uhhh, can I talk to a mod in private

#

Really serious shit

#

Oh wait this is not the mod channel

dusky pivot
#

Progress

#

Just got done with texture painting stuff and added some trees in the bg lol

tranquil oracle
#

That's also why Quake 2 and later retain the brushes in the file

#

Your best bet for doing physics queries on a BSP tree is to synthesize brushes from it (which is what I do in the SDK). You basically walk the BSP tree, remembering the planes that split the nodes as you traverse, until you hit a leaf. Once you hit a leaf, you create a cube large enough to cover the entire map, and use the planes you collected to "carve" the cube into the shape of the leaf

plucky beacon
#

whats general

azure flume
hazy sky
plucky beacon
#

can i join

#

that sounds fun

azure flume
plucky beacon
muted stirrup
dusky pivot
#

This was painful but I got all this in one sitting

#

Hurray

mint shard
#

dead chat?

waxen plover
#

el ratito

feral ermine
#

hell yeah

pure jackal
#

Squeekums :]

dusky pivot
muted stirrup
merry lotus
#

i'm not sure if it's something to do with how i have ClampToBounds set up or if i'm missing a step

#

made a gist of everything i have so far

#

i have no idea what i did wrong

tranquil oracle
#

But the ones inside the map should still be accurate

merry lotus
#

some of them are clipping through the map

tranquil oracle
#

oh okay yeah that definitely looks off

#

What if you change existing.D = MathF.Max(existing.D, plane.D); to existing.D = MathF.Min(existing.D, plane.D);

#

Not sure what plane equation you're using

merry lotus
#

there's no brushes generating at all now

tranquil oracle
#

Looks like System.Numerics.Plane is Ax+By+Cz+D=0 so Max should be correct nvm

#

It might be ClampToBounds, that one is based on Unity's coordinate system so if yours differs that will need changes

#

Since from the screenshot it does sort of look like stuff isn't being clipped properly

#

though it could also be IntersectPlanes/GenVertices

merry lotus
#

do i have to call ClampToBounds a second time at some point
because the code outside of the if statement doesn't get called

merry lotus
tranquil oracle
#

ClampToBounds gets called once on init, where it receives the model bounds

#

Hmm. Do you account for the bounding boxes in BSP models being shrunk by 1 unit?

merry lotus
#

yeah

tranquil oracle
#

Ok so it wouldn't be that either...

tranquil oracle
#

GenVertices does seem a little odd to me, but I'm not 100% sure

#

The brushes you get with this technique are very finicky so even the slightest error that normally wouldn't be triggered by normal brushes can break things

#
/// <summary>Computes the intersection point of three planes.</summary>
public static bool Intersect(this Plane p1, Plane p2, Plane p3, float epsilon, out Vector3 point)
{
    var a = Vector3.Cross(p2.normal, p3.normal) * p1.distance;
    var b = Vector3.Cross(p3.normal, p1.normal) * p2.distance;
    var c = Vector3.Cross(p1.normal, p2.normal) * p3.distance;
    var q = Vector3.Dot(p1.normal, Vector3.Cross(p2.normal, p3.normal));

    if (MathF.Abs(q) <= epsilon)
    {
        point = Vector3.zero;
        return false;
    }

    point = (-a - b - c) / q;
    return true;
}

that's the plane intersection impl from the SDK

#

none of this code is actually used (the SDK creates a polygon and clips it instead) but I know it at least works

#

You can ignore the Translate/SharedPoint stuff

#

But yeah my gut says it's either IntersectPlanes or GenVertices

merry lotus
#

it's doing this now

tranquil oracle
#

wtf lol

#

can you send the bsp? I'll see what the SDK produces for that

merry lotus
tranquil oracle
#

seems fine

#

hmm

#

oh huh

#

I copied your PointInHull code and now it breaks

#

It seemed fine to me at a glance though... so it's something subtle

#

the equivalent of GetDistanceToPoint is DotCoordinate on System.Numerics.Plane

#

So I guess PointInHull was reporting the wrong results which was clipping off all of your points

merry lotus
#

i replaced it with the SDK function but no points were generating at all

but i removed the check entirely and this generated

tranquil oracle
#

I get this if I ignore that check

#

which is expected, since that check is only meant to trim off "degenerate" points

#

vs with the check

#

I wonder what could be causing the behavior you're seeing... that's so strange

#

So that's with the same point in hull check, the same plane intersection check, the same point generation code?

#

And all planes/points/etc are converted from quake into your game's coordinate system as well, right?

merry lotus
#

yeah

tranquil oracle
#

hmm, ClampToBounds does actually look like it has a bug

#

It's using different values in each block

#

span[0] = new Plane(Vector3.UnitX, bounds.Max.X);
vs
AddPlane(new Plane(Vector3.UnitX, -bounds.Max.X));

merry lotus
#

that's what it was in the gist you shared

#

OH

tranquil oracle
#

They're the same in mine

#

I just set span[5] first as a bounds check optimization

merry lotus
#

well the AddPlane calls never get called

#

afaik only the code in the if statement gets called since it's only called once

tranquil oracle
#

the AddPlane ones seem to be correct

#

Assuming in your coordinate system:
+X = right
+Y = up
+Z = forward

merry lotus
#

-Z is forward

#

opengl is weird like that

tranquil oracle
#

-Z yeah nvm

#

but span[0] def seems off

#

as does span[1]

#
span[0] = new Plane(Vector3.UnitX, -bounds.Max.X);
span[1] = new Plane(-Vector3.UnitX, bounds.Min.X);
span[2] = new Plane(Vector3.UnitY, bounds.Max.Y);
span[3] = new Plane(-Vector3.UnitY, -bounds.Min.Y);
span[4] = new Plane(Vector3.UnitZ, bounds.Max.Z);
span[5] = new Plane(-Vector3.UnitZ, -bounds.Min.Z);

that should be it I think

#

or

span[0] = new Plane(Vector3.UnitX, -bounds.Max.X);
span[1] = new Plane(-Vector3.UnitX, bounds.Min.X);
span[2] = new Plane(Vector3.UnitY, bounds.Max.Y);
span[3] = new Plane(-Vector3.UnitY, -bounds.Min.Y);
span[4] = new Plane(Vector3.UnitZ, bounds.Min.Z);
span[5] = new Plane(-Vector3.UnitZ, -bounds.Max.Z);
merry lotus
#

neither seem to work

i don't even know anymore

tranquil oracle
#

It's weird that you're only seeing cuboid shapes

#

I don't see any bevels

merry lotus
#

i'm just drawing the AABBs

#

and the vertices generated by the brushes

tranquil oracle
#

It's weird that you have points so far outside of the map bounds

#

Those should be clipped away by ClampToBounds

merry lotus
#

i think i got it working

it's just upside down for some reason

#

idk if it's a plane problem or a clamptobounds problem

tranquil oracle
#

I would assume plane

#

What if you swap the planes you use

merry lotus
#

but yeah i had to change MathF.Max(existing.D, plane.D); to MathF.Min(existing.D, plane.D);

tranquil oracle
#

i.e. use .Flipped() for back instead of front

tranquil oracle
#
/// <summary>The inverse of <see cref="ScaleFactor"/>.</summary>
public const float InverseScaleFactor = 32f;

/// <summary>The scaling factor to use when converting from Quake coordinates to Unity coordinates.</summary>
public const float ScaleFactor = 1 / InverseScaleFactor;

/// <summary>Converts a distance value from the Quake coordinate system to the Unity coordinate system.</summary>
public static float DistanceFromQuake(float distance) => distance * ScaleFactor;

/// <summary>Converts a direction vector from the Quake coordinate system to the Unity coordinate system.</summary>
public static Vector3 DirectionFromQuake(Vector3 position) => new(-position.y, position.z, position.x);

/// <summary>Converts a plane from the Quake coordinate system to the Unity coordinate system.</summary>
public static Plane PlaneFromQuake(Plane plane)
{
    // The representation of a plane differs between Quake and Unity:
    //
    //  Unity: Ax + By + Cz + D = 0
    //  Quake: Ax + By + Cz - D = 0
    //
    // Luckily, converting between the two representations is as easy
    // as flipping the sign of the distance value.
    //
    // The normal vector also needs to be adjusted for the coordinate
    // system difference.
    //
    plane.normal = DirectionFromQuake(plane.normal);
    plane.distance = DistanceFromQuake(-plane.distance);
    return plane;
}
#

for reference

merry lotus
#

i swap the axis using this function

    public static Vector3 BSPAxisSwap(this Vector3 v)
    {
        return new Vector3(-v.X, v.Z, v.Y);
    }

and scale the distance by 1f / 32f

tranquil oracle
#

Ah yeah that'd be why

#

you also need to negate the distance

merry lotus
#

oh

tranquil oracle
#

The comment in my PlaneFromQuake function explains why

#

(The System.Numerics Plane has the same representation as Unity)

#

don't you just love math

#

I'm surprised it didn't break on regular brush planes, I guess that's in part because of PointInHull being slightly off?

#

But then you'd also expect the brushes themselves to be offset or flipped like you saw just above

#

I'm just not gonna think about it, I spent long enough trying to wrap my head around everything already to get the code I have now kekw

merry lotus
#

ok i got it working but only by negating the plane normal instead of the distance

tranquil oracle
#

If you have to negate the normal that implies something else being wrong

#

Since the only transformation that should be necessary is to swap the axes of the normal, and then flip+scale the distance

tranquil oracle
merry lotus
#

yeah

tranquil oracle
#

Then BSPAxisSwap should be: -y, z, -x

#

Since Quake is:

+X = forward
+Y = left
+Z = up```
#

so given a quake plane x, y, z, d, to transform it into yours, it'd be -y, z, -x, -d / 32

merry lotus
#

ok

tranquil oracle
#

The BSPAxisSwap function above converts into this coordinate system:

+X = backward
+Y = up
+Z = left
#

which might explain why the brushes were upside down I guess?

merry lotus
#

changed it and

tranquil oracle
#

did you revert the min/max change for the plane distance?

merry lotus
#

yeah

tranquil oracle
#

hmm

#

that at least seems... better?

#

like if you look at the stairs you can see the points

merry lotus
#

yeah i guess

tranquil oracle
#

points all the way out here is weird though

#

The map bounds don't extend that far so ClampToBounds should make it literally impossible for those points to exist

#

Like even if other stuff is wrong, ClampToBounds should ensure you never have anything outside of that bounds

#

Do you have different coordinate conversion functions for the actual level geometry?

merry lotus
#

no just BSPAxisSwap

tranquil oracle
#

Maybe there's an inconsistency?

#

Huh, I'm surprised the level geometry wasn't wrong before then

#

Oh, how do you convert the bounding boxes?

#

Just converting the min/max points like normal points unfortunately is not enough

merry lotus
#

i don't do it in a very good way

    public AABB QuakeToDefault()
    {
        Vector3 corner0 = Min;
        Vector3 corner1 = Max;

        Vector3[] corners =
        [
            corner0,
            corner1,
            new Vector3(corner1.X, corner0.Y, corner0.Z),
            new Vector3(corner0.X, corner1.Y, corner0.Z),
            new Vector3(corner0.X, corner0.Y, corner1.Z),
            new Vector3(corner0.X, corner1.Y, corner1.Z),
            new Vector3(corner1.X, corner0.Y, corner1.Z),
            new Vector3(corner1.X, corner1.Y, corner0.Z),
        ];

        for (int i = 0; i < 8; i++)
        {
            corners[i] = corners[i].BSPAxisSwap();
        }

        return new AABB(corners);
    }
#

it's been this way since the java iteration and i haven't been sure how to fix it

tranquil oracle
#
var min = SwapAxis(Min) / 32f;
var max = SwapAxis(Max) / 32f;
return new AABB(Vector3.Min(min, max), Vector3.Max(min, max));
#

that's the quick and dirty way

haughty crane
#

HI

muted stirrup
merry lotus
#

this is pissing me off so much because IT WORKS it just doesn't work when i reverse the values to make all the points be in the right place

#

honestly i'm just considering flipping the normals of all the planes after the brushes are done generating

#

it's not good but it fixes it

#

but i'm so close.................. i just gotta edit the code a couple more times.....................

#

there's gotta be something i'm missing

#

that i have to negate

tranquil oracle
#

This is giving me PTSD from when I was first doing this myself kekw

#

It's always the most subtle mistake that causes hours of painful debugging

#

Hmm actually, reading the docs for Plane in .NET, it looks like it actually might be Ax+By+Cz-D=0, so you don't negate the distance when converting planes, and the min/max change should be correct @merry lotus

#

The docs say the distance is from origin->plane and not plane->origin, which means it's Ax+By+Cz-D=0

#

Unless I'm just interpreting the docs wrong, it unfortunately does not explicitly state which representation it uses

merry lotus
#

wait then why is it inverted

#

the normals can't be wrong because when implementing RecursiveTrace they were correct

tranquil oracle
#

Ok I checked the actual implementation of Plane, disregard

#

It is Ax+By+Cz+D=0 as I previously thought

merry lotus
#

you know what i'm just gonna take the easy route and just flip the plane normals for now

#

because i have no idea what's wrong

tranquil oracle
#

That's probably the easiest solution for now yeah

#

It's not the worst thing in the world because even though there is a bug somewhere you still technically get the right result

merry lotus
#

alright

#

thanks for all your help zombie

tranquil oracle
#

np

earnest lily
#

I have been busy

pine gorge
earnest lily
#

thank you

dusky pivot
#

Holly!! :3

hearty robin
frail peak
#

microsoft flight sim got serious competition

desert shard
shadow hinge
sick rain
#

yall know if newblood is in need of modelers or if there are any open positions?

crimson tapir
#

I added some color correction in the environment increasing the brightness and saturation a bit. You guys think this looks better or worse? On my main monitor the more saturated one looks great, but on the side monitor it looks a bit much and the unsaturated one looks better, I can't tell which monitor is lying to me.

pure jackal
muted stirrup
manic heron
#

its half life 1+ blood+ duke nukem+ quake+ doom+ a lotta care and love for fps

pure jackal
merry lotus
#

i thought that adding sweeping AABB collision checks would make handling collision detection easier

tranquil oracle
#

when writing a physics system the only collisions that happen are the ones between my head and my desk

merry lotus
dusky pivot
#

Lots of visual improvements

#

Color quantization got boosted to just 12 colors, fog now blends objectsuch better and the color palette has beem adjusted a bit so things closer to you keep more yellow

unique trellis
#

Is there any way to mod gloomwood'

#

I'd like to change some sounds in particular but my iq is the room temperature of alaska

unique trellis
#

Bepinex

#

I only know how to mod Dusk with it but I can send you some tools to help you out

unique trellis
lean vessel
torn parcel
#

can i get any mods even with a pirated copy?

pale raft
royal thunder
#

anyone know how to fix runtime error in fallout New vegas?

tiny jolt
uncut remnant
#

gonna try to reanimate Project Brutality's deagle because I don't like the current anims
only done a tiny snippet of the reload so far, but you can probably see what I'm going for and what my issue with the current ones are
left is the current animations that are used in PB_Staging
right is mine

scarlet kiln
#

Hi

coarse crest
#

Hi

devout cave
muted stirrup
unique trellis
#

bigge

earnest lily
#

We're back

rotund garden
#

finally some good vidya in 2025, unlike that expedition 33 slop!

earnest lily
#

whar...

pure jackal
royal thunder
#

anyone know how to fix?

#

i have it installed but its not working

toxic hemlock
#

you dont have the ini

merry lotus
#

been thinking of switching the protagonist and antagonist characters in dead end since it makes more sense for the human to be fighting the creepy zombie thing but at the same time it would probably be cooler to play as the creepy zombie thing

limber bramble
#

sometimes it's cool to play as an undead guy

pure jackal
blissful arch
#

making my own matrix library is so tough

#

i can barely wrap my head around the mem storage math

dusky pivot
#

Game will have a steam demo :3

muted stirrup
manic heron
#

should i reccomend mods in this channel?

#

i have a hl1 mods to reccomend

merry lotus
#

finally got collision working

#

can't share a video rn but it works

tranquil oracle
#

Hell yeah

jade nimbus
#

IS THAT MINOS PRIME

dusky pivot
#

Is that a gojo plushie

merry lotus
#

completely forgot that I could use windows game bar to capture videos on my laptop lol (the school network blocks OBS's download page)

anyway here's what I've got for collision so far, it works fine unless you're colliding with faces that don't meet with a 90 degree angle and also the method im using to check for brush collisions is kinda wonky so i had to do some weird stuff to work around that, causing the player to snap to a wall that it's about to collide with (or the floor)

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also this isn't in the video but the brush trace function also gets stuck on non-existent ledges sometimes

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and I had to add Vector3.UnitY to the players spawn position or else it would fall through the floor

merry lotus
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fixed the snapping to the floor + falling through the floor

pale raft
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@merry lotus I can’t believe THE Bruce Campbell shouted out your game

merry lotus
#

dead end x evil dead coming soon

pale raft
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They’re adding Olivia and Dylan to the next evil dead

tranquil oracle
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I don't quite remember where in the code it is though

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CM_BoxTrace should be the function to look at

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or SV_Trace

merry lotus
#

πŸ‘

noble umbra
muted stirrup
noble umbra
#

Oh, which one?

muted stirrup
noble umbra
#

It's on my wishlist already.

muted stirrup
#

nice and thanks catsup

pure jackal
muted stirrup
waxen plover
#

setting up the atmosphere

dusky pivot
#

Damn that is really good .3.

waxen plover
#

thank you

dusky pivot
#

Maybe I should make things look a bit more detailed

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hm..

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meanwhile, I have this two white boxes here

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Say hi

waxen plover
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hello boxes

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you don't need a lot of detail to make a good game

dusky pivot
#

Im not to worried about it, just that I think I didnt nailed the ps1 style

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I guess that on its own creates my own style but it comes purely from mistakes

waxen plover
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I mean, having your own style is better than the overdone ps1 thing

dusky pivot
#

Yeah I guess you are right

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I might be overthinking much lol

waxen plover
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basically all game devs

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your game looks cool, can't wait to play it

dusky pivot
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Thank you

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Gameplay is literally fishing cigarettes and other stuff for no reason lol

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And its a narrative game at the same time so I guess you can either go straight to the point or waste your time

waxen plover
#

ah I see

dusky pivot
#

Whats urs about

waxen plover
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you go to a public restroom and strange stuff happens

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i'm trying to change stuff here and there to make it unique, kind of

dusky pivot
#

Thats really cool :O

waxen plover
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I started it in 2022, this is how it looked like lol

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abandoned it, found the files a few weeks ago and decided to finish it

dusky pivot
#

Post processing is so goated

royal thunder
#

anyone know how to fix goodbyes being invisible in fallout new vegas?

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(my mod list)

merry lotus
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got immediate GUI + text reimplemented

(took the picture with my phone because I'm working on my laptop at rehearsal and the school network blocks discord so I can't post a screenshot easily)

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oh and also the shotguns back

royal thunder
pale raft
merry lotus
waxen plover
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rat before and after

earnest lily
#

Sovl vs sovl

pure jackal
merry lotus
pure jackal
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the bnnuys are leaking

shadow hinge
shadow hinge
merry lotus
#

console is still WIP because silk.net's KeyChar callback doesn't work with backspaces for some reason

tranquil oracle
#

KeyChar is just for characters (hence KeyChar), backspace doesn't represent a character so you'd have to detect it with a regular input event

dusky pivot
#

Scene is almost done Im pretty happy with how its turning out

void maple
dusky pivot
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Yaaay :3

merry lotus
#

yet another axe remodel + retexture

tranquil oracle
#

https://www.youtube.com/watch?v=3KjMjHJ3WQg @merry lotus how convenient for this video to come out right AFTER you implemented this for Dead End kekw

Support my channel: https://www.buymeacoffee.com/mattsramblings
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Read the source code, or if you're feeling brave, try it out here:
https://github.com/matthewearl/JoeQuake-1/blob/portals-win/drawhull.md

00:00 Introduction
00:27 Background
01:34 Portalising
04:49 Results

β–Ά Play video
merry lotus
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well you were the one who came up with the brush synthesis thing and taught it to me

still funny though

stiff thorn
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XD

leaden sleet
merry lotus
leaden sleet
merry lotus
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thanks

hazy sky
pale raft
pure jackal
#

Deadtech

pale raft
#

It uses cutting edge technology. Each instance of dead end has a tiny John carmack running things behind the scenes.

limber bramble
#

dead end more like dead peak

merry lotus
merry lotus
waxen plover
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trying to make a ps1 model

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this looks like one of those shitty roblox horror games

dusky pivot
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So you tried humans didnt you

waxen plover
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after i spoke to you i tried it out

dusky pivot
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It turned out pretty well!

waxen plover
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thank you, i need to practice some more tho

dusky pivot
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The general shape is really well done, specially the hands and shoes

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Tho, I wanna say faces should be generally much more pixelated

waxen plover
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oh yeah definitely

toxic hemlock
severe tiger
shadow hinge
hazy sky
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and also shade it a little bit more before the quantization

muted stirrup
hazy sky
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a lot of the time these ps1 models can look off because they lack shading on the model

waxen plover
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and yeah i'm redoing the model

hazy sky
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the entire model?

waxen plover
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yeah, I wanna make something unique

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not a puppet combo type model

uncut remnant
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It’s actually the exact same as Gearbox, just a default engine option

hazy sky
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@sharp vortex i really wanna make a kings field inspired game

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not sure why

waxen plover
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finish your game first:!!!!!!

hazy sky
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i would if i had the time

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i wanna keep developing but i have so little time between my shifts that tackling some smaller projects would help me stay in shape because i haven't even touched godot or blender for like 2 or 3 months now

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but i need to stay in the loop or else i'll fall out

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and right now my main project has this little issue where i rewrote most of the systems to work, but they are not complete which requires a lot of time to get right

pure jackal
sharp vortex
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Trying to get my attention stuff sorted out so I can hopefully continue working on mine somewhat soon

waxen plover
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I have like 50 unfinished projects, i'm probably gonna finish 2 of them

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it's like I get an idea in the shower and decide to turn it into a game but it goes nowhere

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it's probably the same for you

shadow hinge
slim lanceBOT
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@shadow hinge, please keep all discussions in English.

foggy blade
severe tiger
severe tiger
foggy blade
severe tiger
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supposed to be bro

foggy blade
#

fratello means brother in Italian, fratello

severe tiger
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mb man

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or girl

foggy blade
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machine

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I am a machine

severe tiger
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understood, machine.

foggy blade
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Aw epic embed failπŸ˜”