#general-modding
1 messages Β· Page 35 of 1
when the skies are stripey and blue,,,,,,
just found out i can use bitwise operators in glsl
i got a cool lobby system in place
voice acting thing I tried today, I have zero experience on this and Im also not native so yeah
the "exotic" accent adds to it tbh
Its Spanish lol
ok i cannot figure out why the multiplayer authority isn't set for the second player
@crimson tapir can you help me out?
A bit busy right now, are you using high level multiplayer nodes?
using what
i basically have a lobby scene that allows peers to connect
they are kept in a dictionary with peer_id's
and basically i have a start game button that changes a scene, transferring the players to a new scene
from there, i have a multiplayerspawner linked to a node3D in a global script
but the clients just never work
So does the server inputs control the clients?
the clients would control themselves
how do you have your multiplayer set up?
because i just realized you literally cannot switch between scenes in godot because it will mess everything up
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 
do the light maps need normalizing
no
current code for generating the values / old code for generating the values
i genuinally have no idea what's wrong
That looks correct to me, maybe the issue is elsewhere
here are some more snippets from the SDK if it helps https://gist.github.com/DaZombieKiller/e0f503be0fcfee6da75bcd335785e38f
the way lightmaps are handled was changed a fair bit, and LuxelScale got removed (there's a "universal" BspLightmapInfo struct now)
anyon e know how to play multiplayer?
What game
Tried doing some improvements
Recorded from scratch and changed some lines, also tweaked the EQ for my voice, its should sound much more like an old recording now
either add subtitles in game or tweak the filter a little bit because sometimes it can get a bit incomprehensible
more high less lows
this part for example
also this
either it gets way too crunched or you pronounce it too exotic, or both
or im having a stroke
aight
idk what's going on with the seams
and some faces don't have their lightmaps set properly
but i guess for now it kinda works
so weird
Plazmin did you made the rock textures?
no it's an edited texture that I got from ambientcg
yeah
missing the part where you knock on the mic and ask 'is this thing on?' in spanish
and cough your voice clear
I will note this down for the next tape
or some rustling before you set the recorder onto the desk
no way i'll check it out tomorrow
i have no idea what's wrong
this is really pissing me off because it's SO CLOSE to being done
this seems like one of those issues that ends up being caused by a typo
10 hours of your life wasted because you accidentally typed y instead of an x somewhere
that's a new one
never seen the map corrupted in that particular way before lmao
working on my terminal; it's pretty tough π¬
made this out of frustration
the no real world use line is a lie I just didn't know what to put there
lmao
Looks accurate
Still prototype but
We made a material that blends textures and Im kinda experimenting here
Here are some extra angles
guess it's something
Made pine trees, improved texture blend too
Im really happy with how its turning out so far
Tho the trees look a bit strange Idk why
fuck now that you've sent this, I gotta make footstep logic for the enemies
The previously shown island has been reworked from scratch to fit the new aesthetic and goals of the game.
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Added stomps, logs and a friend helped us to make vegetaion wavy
Its rlly cool!
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
at least I'm getting somewhere ig
all of the faces that have correct lightmaps are perfectly square
so I guess that's a hint as to what's wrong
On the bright side, the actual pixels look correct now
i don't know anymore
everything in the code seems to be correct but it still looks like this
OK OK I GUESS IT WORKS NOW UM UH
it was the rectangle packing
the library i was using was messing something up
so i had to write my own rectangle packing function
i was extremely doubtful that the library was what was causing it so this genuinally suprised me
Makes sense, every bit of code you showed me looked correct other than that one column issue so it HAD to be that
Otherwise the universe was simply against you
Rule 1 of fixing bugs: blame everyone else 
lol
chat I fucjing hate the idea of having to restart development of my game because of multiplayer,,,
but I want multiplayer
if it means prolonged delay then so be it
started working on light styles today
so far I've got multiple lightmaps generating and the first style pulsing
I'm not sure if I'm doing it right though
can't do a screen capture bc I'm at school so I had to take a video of my screen
right now it just adds the lightmaps together because I'm not sure what type of blending to use
hell yea
question
do you always have to calculate lightmaps?
godot also has a baked lighting functionality but I didn't really bother yet
scope creep!
stanleyparablewithguns?
what do you mean
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.
or you can bake it at super low quality so the baking time is minimal
lightmaps only have to baked once
and every time you make an edit you have to rebake it
I'll look into it when I get home
cool
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
Look at it this way
Good singleplayer experience, makes bank
Funds an even better multiplayer experience
Or you could go the dusk route and make MP a separate exe
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
adding is correct
you'll end up like dusk, dead multiplayer
why do this to yourself
IT WORKS!
wow light styles were a lot easier than I thought they would be
I'll share a video when I get home
Yeah light styles are overall pretty simple, there's just very little information around about how they should work
Literally just "the lightmap offset on a face leads to an array of lightmap textures" and then it all clicks
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
because i have friends
and unlike dusk i will have proper mod support
L E G E N D
.
damn I'm out here catching strays 
this chat wouldn't know satire if it blasted them across the face with a SHOTGUN
I'm gonna assume you mean sarcasm
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
like jesus dude you can't just say its sarcastic and its magically alright
π
yeah not cool whether it was a joke or not
right now the functionality is hardcoded
but i'll get to making work how it should
I can get the actual patterns for you, sec
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")
Each letter represents a 0.1 second "frame"
a is 0 brightness, m is full brightness
oh ok
anything after m is overbrightness
thanks
how would I go about calculating the values associated with the letters
nevermind i think i got it
NICE!!!
static float DecodeLightValue(char v)
{
return ((float)v - 'a') / ((float)'m' - 'a');
}
I guess technically since the cast is implicit it can be simplified to just return ((float)v - 'a') / ('m' - 'a');
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
Can't do it for all frames since it'd break flicker lights
could you like, take each char, use it as a position, and make a curve out of it
ok so unrelated im in a bit of a conundrum...wood or polymer stock?
Sorta yeah
lmao the color balancing on my right monitor is so screwed
those just look like two shotgun silhouettes there
I say wood tho
aye, tbh its purely an aesthetic choice, i also plan to add more detail but im just torn between em 
think i need to add some link to to pump mechanism, as well as move it closer to reciever etc
Whoops, fell asleep for 4 days
So basically
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
Ah, It's not that bad, it's just different
The multiplayer spawned and synchronizer nodes make things a lot easier, but I'd recommend avoiding using them when you can
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
Not really "issues" more that it can be unperformant if you rely on them too much
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
But you still can use them, just don't stick s synchronizer on every object and have it sync everything all the time
define underperformant
Sending redundant or unnecessary data over the network
I mean, I would probably slap those onto the enemies and players
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?
If you're wanting to implement any kind of client prediction I'd recommend not using them for synchronizing movement
they move through process functions
So in my game weapon behavior is designed to be completely deterministic, so all that needs to be sent is the position, angle, and local tick when the shot is fired than it just gets simulated locally on every client
Make sure to always use physics process for anything networked
oh?
Yeah, you can't depend on everyone having the same or constant frame rates
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
should it be a global value?
Oh yeah, just about everything networked needs to know what tick it is
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
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
okay and actually, how do I even tie functions like this to a tick system?
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
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?"
I mean yeah that makes sense
but let's say someone joins in mid game, does that mean their tick starts from 0?
No, the server catches them up
aight
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
But yeah, the tick should always be the same for everyone connected
also question. what is worth keeping in globals?
like I assume globals are replicated for everyone, not sure if that's a good idea
Uhhh, I just have it exported in the game manager script and everything that needs it has a reference to it
I almost never use the actual built in globals
FUCK
so how do you keep server rules then like time and point limits, game mode etc?
I mean I could probably keep that in the scene that's always loaded
like a game manager
I gotta research this shit
Those are just game manager things, when a player joins it sends over an RPC detailing the rule set
also about RPCs, how do they work?
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
RPC means remote process call (,or something like that)
It's a function that when called will be called for someone else over the network
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"
What was all the terraria stuff for,?
thought he asked how to craft the terrablade
Reasonable misunderstanding
I made the same mistake last time I got pulled over, turns out he was just asking for my license
I'm still hung up on the fact that I have to migrate everything away from the global that I had
how
btw I have 1.3k hours in terraria
as in how was that misunderstanding made
need glasses
i want infinite coin throw fast how?
Hello
I can't really see it... can you rotate the light with L so it reflects on it
i love the polymer version
nice
looks cozy
Love the crunchy posterized textures
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
also do you load levels using multiplayer spawner or do you just call it from code
actually first i'm gonna reimplement particles
fireblu fountain
Quake Maps working
I followed a tutorial for that really early on in the project, I think it just uses a multiplayer spawner
mmmm cake maps
i see i see, i'll do that
Chimney :3
nice smoke
i need some good explosion png's
doom HUD mod I'm working on now has a new death sequence (wip)
(contains flashing lights)
"unexpected response obituary" π£οΈ π₯
i like that you made the dynamic messaging a diegetic element by incorporating it into the visor
Very smooth nice work
Reminded Project Brutality
Combining simplicity and stopping power, how could I not include this classic .45 handgun?
οΈοΈ
οΈοΈ#indiedev #screenshotsaturday #FPS
β€οΈ 1βποΈ 3
WHERE'S THE NEON
different game lol
remade the recoil logic so it now shares code with the base
General modding
IMPOSTER
πͺ π©Έ π©Έ π©Έ
I love the vibe this gives off
yk whay i love
General modding
found this cool snippet of old gun catalogs
should be a cool thing to reference my buy menu off of
Ooh cool
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
I'll be working on a cool modular camera system, something that was seen in both Silent Hill and Dino Crisis on PS1
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
and some others that I feel like adding
gonna be designing it to be modular as fuck, with triggers entered by players dictating which camera is active
βΌοΈ
Does anyone know how I could apply a global volume and make the settings apply gradually when the gameobject that contains it is activated?
try doing MathF.Lerp with a AudioListener.volume = Lerpvolume; this changes the audio listeners sensitivity over time. this should work but if it doesnt try looking into releated things like audio mixers maybe. be sure to put the lerp in a coroutine or update cycle. this is for unityEngine.
The Gorillaz I have once returned
Know you so match is Γ the best of you is the best of the best of
question, should the level be semi-open, as in no load screens, or should i have door transmission like in RE or Dino Crisis?
stop
I would say semi open to keep the tension up
Door opening gives you a quick second to breathe
yeah, although i have an idea
semi open
BUT the save rooms have transition animations
!!
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
I like it
me when i name the game Dino Conundrum
Are you going to do a re4 style of inventory
i was thinking of it actualyl
actualyl is gonnna be the species name of the dino in the game
Can you post a picture of Dino
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
what
should i add a bleeding mechanic
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
Does anyone know why baking lights in unity makes them 10 times brighter for no reason
bloodwest-like
what is bloodwest
Better indirect lighting or GI calculation p sure
Will check this out, thanks
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.
Indirect lights are set to 0 I believe
Its very strange, on play mode lights no longer look super brighr after bake
Only duribg editor
But then after building the game it looks bad again??
is a script causing indirect lighting issues or is something realtime?
I dont think so
reflection probes or smth?
Its just default lightpoints with baked rather than realtime
It doesnt make sense because of the inconsistency mentioned before
lighting > Enviroment > Enviroment lighting OR lighting > Enviroment > Envirmoment reflections?
Its set to 0
since it's editor only, are you sure it's not the lights applied twice?
you see the actual lights, and the baked lights together?
then again, idk anything about unity or baked lighting
Nop
I tried removing the actual light point
On top of this, it does get fucked up on build too for no reason
Im really confused
update: displays now can glitch if the visor is cracked, with the frequency and length increasing with the number of cracks
also now has (mostly) full support for BDv22
(visor cracks appear when taking more than 20 damage at once; they fade away if you have more than 5 armor, but can still stack if the existing ones haven't been fully "repaired")
Awesome
I can imagine a metro type feature where Artyom has to wipe his visor when it fogs up but instead if wiping, you replace it
hello im concious again. anyone need help with unityEngine stuff
Yes make my game for me thanks
do you use unreal
Unity
Just a short video walking around, we improved camera movement a lot and I wanted to show it.
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No, I worked on fixing one of the only three known on earth lol
Wow
cd album thing
Looks really good :3
ty
Did you made the textures?
mmm corruption
i need a tutorial of how to install the mods on this new version of Ultrakill
Too
someone has one?
me when reading comprehension
oh
no good english, but thx for the help man. I appreciated
I'm sure you can read the games name just fine
I wonder if they should change the name to "modding and gamedev" or something
Rename it to #hackermans
chat does using mathf.lerp a lot cause lag
no
you're just using a + t(b - a)
use a profiler
but i'm using the gameobject that the script is attached to as a starting point
meaning the gameobject will never actually reach the destination, the distance just becomes so small it's unnoticeable
alright
it's one simple calculation, wont matter
alright
I got debug shapes and raycasting working today
gonna try adding enemy navigation
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
d
d
d
Interested in how you ultimately go about solving this, generating a decent navmesh from the BSP is a problem I've yet to fully solve
got navmeshes generating and sharing indices between triangles
i'm trusting that the code i wrote to find triangle neighbors works because i'm gonna try implementing pathfinding now
i'll add stuff like turning stairs into slopes and padding later
added a function to find the nearest triangle in the navmesh
it might be hard to see because the lines are so thin
just added triangle neighbor detection
now to add A*

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!!!!
and it's pretty fast too
g#
need to implement the funnel algorithm
Did you write the A* algorithm yourself or use a library for it
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...
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
this might be too simple
oh hell yes, badass
Compressed this down below 50mb
New kick combos, spawn animations, bunch of new shit
now make them attack all at once 
IT'S ALIVE
still need to implement the funnel algorithm but this is still cool
Getting ever closer to being playable.....
soon.........
I got an ancient build of the game
let me see if i have ancient build,,
the old demo that was still in the process of being medal of honor
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
this is restart 2, it's better, but not as refined as the restart 3 (current) build
oh yeah, God Hand style 
tbh god hand only allowed the enemies to all attack at once if you reached LV3 or DIE
yeah true, they're kinda chill at lower lvls
LV1 too easy, LV2 good, LV3 fuck too hard go back
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
LV DIE basically allows the enemies to chain up their combos and interact with each other
like literally tag team combos and special attacks
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
no it really doesn't feel fair but that doesn't matter because the core loop is satisfying once you finally progress
hard disagree
i would post videos of me getting my ass kicked in but this isn't the channel
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
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
if you're good you barely look at the minimap
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)
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
but yea LV DIE basically removes every restriction the devs put in for the enemies so it's cool
if you see that your attack is gonna get interrupted by a third guy, you can still dodge it
well yeah but there are attacks that you cannot interrupt
yeah and in return they do a lot more dmg
most of the launches actually cannot be interrupted
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
Hi
this is gonna suck
why are u posting in every channel
ur gonna get muted if u dont stay on topic to the channel ur in
?
tfw ultrakill mod has to kill someone in the non ultrakill channel
a bit too fast innit
also i'm fucking stupid because i exported the texture at 256 but designed it at 512
staying this way i guess
massive
@hazy sky gulp
need to fix the broken shit then i could release another small snippet with the zombies included
and i think something happened with the revolver
it will not change weapons with the scroll wheel when its out
βΌοΈ
what are the differences between r2modman and thunderstore?
there's like 2 unity urp shadergraph tutorials on google
the resources are so scarce
idrk if this should be in #ultrakill-modding because this is made in a whole different engine and is not a mod but ffunny game dev moment
I think they're the same thing? at least last time I checked, thunderstore came with r2 modmanager
but I like r2 better
I am trying mod UMVC 3 community edition keeps give me this errors
does anyone know how to fix this
is that problem
probably native format
what does that mean
What do I have to do
Bro chill. You're in the wrong place to ask too. You should go ask where you got the mods from
I got from this https://www.nexusmods.com/ultimatemarvelvscapcom3/mods/286
1 pond fis
these graphics look tasty
More like 50MB
me talking abt titanfall
why do u need sprite weapons btw arent all of medal of honor's weapons 3d anyway
I like them, and i want to support modding
the simple structure allows for custom stuff so if you wanna create custom campaigns then you can, custom weapons and everything
ur making excuses so u dont have to add enemies
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
jesus
FLINTINSTEAL
i really wanted to add him into lethal company but then i realized that that is not my specialty
startup sequence on new game (death sequence is going to be redone in this style too)
Awesome π₯
I've been working on a Gloomwood fan game inspired by Darkwood for some time now
I have done my part
Yooo looks sick
yooo, a darkwood mod? AND it's gloomwod? sign me up tf up!
BLJ
as promised, here it is
now itβs even more of a blatant knockoff of ultrakill
how is that a knockoff of ultrakill
this is fucking amazing meanwhile ultrakill is like lole u suck press e to restart
the death screen for ultrakill has been updated last patch
Does anyone know why the "soft particles" setting does not work?
Im using URP and yes, I do have depth texture enabled
no way
did it get remastered
yeah
the ultra_revamp update released a couple of weeks ago
pretty much every part of the game got updated
anyone play grezzo?
this looks super cool
Thanks
Discord server: discord.gg/CuFEmpmR4Z
If you want to support me:
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Lots of upgrades to ambience :3
https://youtu.be/S3lcbSkPAZM decided to tweak some of these sounds π
A new early in development gameplay weapons test for one my upcoming games, check it out!
#gameplay #indiedev #fpsgames #bullettime #comingsoon
can you make it so the guns fire independently?
Nope, but that is a design choice, basically double damage, since some have alt fires etc
hopefully gonna get some animations in given they be good to see in slowmo and just help with polish
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
custom navmesh system that uses the A* algorithm for pathfinding, still need to implement the funnel algorithm to make the path smoother, padding so that the agents don't phase through the wall, and slopes
i post more updates on my bluesky! https://plazmin.bsky.social
Thats really cool :3
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
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
Weekend plans
I got years working, didβt deleted the old stuff, so hereβs for you guys if needed. Maybe it help someone, maybe I send more too XD
Some are without uvs, and all of then are without materials, canβt help in that, sorry. I plan to do some models for free like this one, but it will take a whileβ¦ - Free kit for the game dev team! - Download...
holy shit chat all these WW2 stuff for free
i might borrow a few stuff from it with credits
oh my bad wrong channel, thanks! one more question and ill be off, are those maps just like proof of concept? with only a few enemies, and some maps just like, being a room, its hard to imagine playing those maps in order or at all tbh
Wow
got FMOD working
Here's what I have so far for Ludum Dare 57
No idea if I'll finish, but let's see
hud sways around as you move and turn
the number of parenthesis in the code for this is staggering
Looks really good, the whole thing is coming together great
love the atmosphere, cant wait to see the whole thing
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
What the weapon pack?
I should start blocking out the levels as well
not public, with no intention of making it so
itβs basically just Smooth Doom but it uses Brutal Doom v22βs weapon sprites and animations on vanilla-style hands
Finished my Ludum Dare 57 game lol
Redid the phone and cricket bat animations with the new arm model, rig, and bounding assistance by @rotund garden (love u bud)
Like seriously fellas this woulda been a nightmare without his expertise
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
can someone lend me their unused energy so i can be more active
Hey uhhh, can I talk to a mod in private
Really serious shit
Oh wait this is not the mod channel
Progress
Just got done with texture painting stuff and added some trees in the bg lol
A BSP tree doesn't have "volumes", it's just a series of splitting planes, so you can't really do an arbitrary box/sphere/etc cast within it (this is why Quake 1 has "clip node" trees, which are the BSP tree scaled appropriately so that a raycast within that tree is equivalent to a box cast of some predefined size, such as the player's dimensions)
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
Relevant code, if my explanation was confusing: https://gist.github.com/DaZombieKiller/d6e3e157d7499509f088dfd2a0c1b34f
whats general
Fantasy General includes the "Island Challenge" add-on.
For over a century, the world of Aer was a place of peace, joy and prosperity. Through advances in technology and magic, its inhabitants created a harmonious society, rid of disease, destruction and evil. All was well within the land of Aer... Until the Shadowlord came. Once a mereβ¦
$5.99
we are modding general
We control the current name of #bnnuy-and-the-jits
w so we raiding them?
When you need hard hitting auto-loading handguns, could you really use anything more iconic as these?
#IndieGameDev #FPS #KnifeEdge05 https://t.co/6ksmzrIiUE
W
dead chat?
el ratito
hell yeah
Squeekums :]
Riding into the weekend like...
οΈοΈ
οΈοΈ#IndieGameDev #Retrowave84
**β€οΈ 7βποΈ 91β**
i've been trying to implement this for the past few days and the brushes come out looking like this
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
You will end up with a bunch of huge brushes outside the map yeah
But the ones inside the map should still be accurate
some of them are clipping through the map
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
there's no brushes generating at all now
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
do i have to call ClampToBounds a second time at some point
because the code outside of the if statement doesn't get called
nah i've used that code since the java iteration and it's worked fine
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?
yeah
Ok so it wouldn't be that either...
The brushes do seem to "cut off" at the map bounds so yeah ClampToBounds should be correct at least
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
and point computation: https://gist.github.com/DaZombieKiller/765b8c5fc421161a0485a01a6afbaa65
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
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
i replaced it with the SDK function but no points were generating at all
but i removed the check entirely and this generated
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?
yeah
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));
They're the same in mine
I just set span[5] first as a bounds check optimization
well the AddPlane calls never get called
afaik only the code in the if statement gets called since it's only called once
the AddPlane ones seem to be correct
Assuming in your coordinate system:
+X = right
+Y = up
+Z = forward
-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);
neither seem to work
i don't even know anymore
It's weird that you have points so far outside of the map bounds
Those should be clipped away by ClampToBounds
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
but yeah i had to change MathF.Max(existing.D, plane.D); to MathF.Min(existing.D, plane.D);
i.e. use .Flipped() for back instead of front
What do you use to convert planes into your coordinate system?
/// <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
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
oh
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 
ok i got it working but only by negating the plane normal instead of the distance
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
Your coordinate system is:
+X = right
+Y = up
+Z = back
right?
yeah
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
ok
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?
did you revert the min/max change for the plane distance?
yeah
hmm
that at least seems... better?
like if you look at the stairs you can see the points
yeah i guess
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?
no just BSPAxisSwap
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
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
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
HI
https://youtu.be/XkBEjNSQI_g?feature=shared berettas are in...
Another recent early in-development weapon test from one of my upcoming indie games: Knife Edge 05 - this one being an edgy 2000's inspired FPS with bullet time and punchy guns to boot!
#indiedev #bullettime #indiegame #fpsgames
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
This is giving me PTSD from when I was first doing this myself 
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
wait then why is it inverted
the normals can't be wrong because when implementing RecursiveTrace they were correct
Ok I checked the actual implementation of Plane, disregard
It is Ax+By+Cz+D=0 as I previously thought
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
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
np
That feels great!
Holly!! :3
explosion fx
microsoft flight sim got serious competition
Love the gamefeel here 
Cool
yall know if newblood is in need of modelers or if there are any open positions?
Nope
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.
https://vxtwitter.com/GameDevKS/status/1913179432132501509 the bike looks bit more polished now π
Sometimes you just gotta drift...
#indiegame #Retrowave84 #gamedev https://t.co/6vGPtwEJlP
should i reccommend mods in this channel? because:https://youtu.be/oeK31Kg9e_k?si=N9uWDpiizJxDL58E
Download link:
https://www.moddb.com/mods/brutal-half-life/downloads/brutal-half-life-v3
Music:
'I'll Be Back' by Brad Fiedel, from Terminator 2: Judgment Day
its half life 1+ blood+ duke nukem+ quake+ doom+ a lotta care and love for fps
Finished with this gun
collision detection hell
i thought that adding sweeping AABB collision checks would make handling collision detection easier
when writing a physics system the only collisions that happen are the ones between my head and my desk

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
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
Bepinex
I only know how to mod Dusk with it but I can send you some tools to help you out
sure
https://github.com/sinai-dev/UnityExplorer Here's a good one
Actually really nice
can i get any mods even with a pirated copy?
What do you think
anyone know how to fix runtime error in fallout New vegas?
Shit this might help me too
Thanks
Also I might need some Dusk modding tips down the line
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
Hi
Hi
Chainsaw.
https://youtu.be/UJo2ABdKXz8 bullet holes now in π
I've since added some bullet holes that now work on most environments, as well as showing off a couple of unique weapons to the games roster!
#indiedev #gamedevelopment #indiegame #fpsgames #bullettime
bigge
finally some good vidya in 2025, unlike that expedition 33 slop!
whar...
you dont have the ini
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
zombie on zombie violence
a disagreement between the dead
making my own matrix library is so tough
i can barely wrap my head around the mem storage math
Game will have a steam demo :3
gunz go pew pew
Hell yeah
IS THAT MINOS PRIME
Is that a gojo plushie
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)
also this isn't in the video but the brush trace function also gets stuck on non-existent ledges sometimes
and I had to add Vector3.UnitY to the players spawn position or else it would fall through the floor
fixed the snapping to the floor + falling through the floor
@merry lotus I canβt believe THE Bruce Campbell shouted out your game
dead end x evil dead coming soon
Theyβre adding Olivia and Dylan to the next evil dead
If you want some example code, I'd look at Quake 2 -- it has generic box->brush collision check code
I don't quite remember where in the code it is though
CM_BoxTrace should be the function to look at
or SV_Trace
π
Do you have a Steam page for this yet? You've piqued my interest.
not quite yet, probs be later this year since ive got another game releasing there this year also
Oh, which one?
Retrowave '84 π
It's on my wishlist already.
nice and thanks 
https://fxtwitter.com/GameDevKS/status/1918952160294756415 Sniping test π
Sniping with slow mo - need I say more?
οΈοΈ
οΈοΈ#IndieGameDev #KnifeEdge05 #indiedev
**ποΈ 3β**
setting up the atmosphere
Damn that is really good .3.
thank you
Maybe I should make things look a bit more detailed
hm..
meanwhile, I have this two white boxes here
Say hi
Im not to worried about it, just that I think I didnt nailed the ps1 style
I guess that on its own creates my own style but it comes purely from mistakes
I mean, having your own style is better than the overdone ps1 thing
Thank you
Gameplay is literally fishing cigarettes and other stuff for no reason lol
And its a narrative game at the same time so I guess you can either go straight to the point or waste your time
ah I see
Whats urs about
it's inspired by a horror story i read
you go to a public restroom and strange stuff happens
i'm trying to change stuff here and there to make it unique, kind of
Thats really cool :O
I started it in 2022, this is how it looked like lol
abandoned it, found the files a few weeks ago and decided to finish it
Post processing is so goated
anyone know how to fix goodbyes being invisible in fallout new vegas?
(my mod list)
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)
oh and also the shotguns back
never mind yall got it fixed
Shotgun: β
Bnuy: β
All the essentials
bunny
crosshair
rat before and after
Sovl vs sovl
Both are perfectttt
added particle emitter rotation
here's some bunny fountains coming out of the walls
the bnnuys are leaking
It really felt better, it felt heavier, as it should have, hey, I have an idea for your interface, maybe add the ability to change the color of each interface element?
Cool
gui scaling
console is still WIP because silk.net's KeyChar callback doesn't work with backspaces for some reason
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
Scene is almost done Im pretty happy with how its turning out
Looks pretty good, reminds me alot of silent hill games and Cry of Fear
Yaaay :3
yet another axe remodel + retexture
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 
Support my channel: https://www.buymeacoffee.com/mattsramblings
Follow me on Mastodon: https://mastodon.cloud/@mattsramblings/
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

well you were the one who came up with the brush synthesis thing and taught it to me
still funny though
XD
Unity?
no it's a custom engine made with Silk.NET
Oh. Fair enough lol. Looking good
thanks
add some view punch
The βDead End-gineβ
Deadtech
It uses cutting edge technology. Each instance of dead end has a tiny John carmack running things behind the scenes.
dead end more like dead peak
pause menu!!!
sliders!!!!!!!!!
So you tried humans didnt you
after i spoke to you i tried it out
It turned out pretty well!
thank you, i need to practice some more tho
The general shape is really well done, specially the hands and shoes
Tho, I wanna say faces should be generally much more pixelated
oh yeah definitely
like this?
ai upscale her face texture so its 80k and weights 2 tb
Is this your own game? cuz if so this looks awesome!
This ready-made presets or a slider like gearbox?
you could try and lower the resolution a little bit of the texture and add some quantization to it
and also shade it a little bit more before the quantization
https://vxtwitter.com/GameDevKS/status/1920406714899145005 carbine now added π
With a good capacity and solid damage output, these carbines will more often than not get the job done...
#IndieGameDev #KnifeEdge05 #indiedev https://t.co/GCyA2CLVv6
a lot of the time these ps1 models can look off because they lack shading on the model
that can be done in unity
and yeah i'm redoing the model
the entire model?
Slider
Itβs actually the exact same as Gearbox, just a default engine option
finish your game first:!!!!!!
i would if i had the time
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
but i need to stay in the loop or else i'll fall out
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
How would you fare any better with a kings field game if you already do not have enough time
ourgh peak
Trying to get my attention stuff sorted out so I can hopefully continue working on mine somewhat soon
stick to one game and release it first
I have like 50 unfinished projects, i'm probably gonna finish 2 of them
it's like I get an idea in the shower and decide to turn it into a game but it goes nowhere
it's probably the same for you
And can you also add the ability to change the font, bars color with icons?
@shadow hinge, please keep all discussions in English.
γγγ
not cool broah
non Γ¨ bello, fratello
I am not your brother
fratello means brother in Italian, fratello
understood, machine.



