#general-modding
1 messages · Page 37 of 1
hi can anyone please help oin downloading ultrakill multiplayer mod
https://store.steampowered.com/app/3042790/Scirocco_Thugs/
A glimpse into the work done over the course of June 2025
There's quite frankly a lot more than what I've shown here, but this is easily the flashiest part.
Enjoy!

i'm dreading rewriting the collision detection so i made this in the meantime
turning 18 in a couple weeks
Super cool!
i bought rpg maker since it was 11 bucks and decided to try making a game
feels too basic rn but heres this dude
Fuck
it will be my hylics
my OFF
my yume nikki
it will be goated
your yiik
that thing
your rpg maker game
give it to me
https://www.youtube.com/watch?v=pA64t54OGAE I FINISHED DEMO! :333
(i have to make remix of Forgot About Freeman From Black Mesa For This Trailer lol 🥲 )
i didn't have any music lol
but wat do you think about music i remixed and trailer :3
can someone call jesus
wat
me???
Now make a gloomwood dating sim
A pistol for my bath game.
mmm tasty
this is cool i like it,,
either turn the auto smooth up a bit or use hardening loop cuts 💔
💀
i have an idea
but its been done twice
i render the rooms in blender and dither them
i got nothing to make it look... unique? it does a bit right now but i feel it could use more
gotta admit, the mix between dithered clay and drawn graphics made hylics GREAT
and Masons designs added to the weirdness
uhhh one of my friend did speedrun on my game 🥲 https://youtu.be/xBJJV-VKfmc
this man is giving me an idea
Bath Russian roulette. 5 blanks, 1 Sog
dont know which i should go with
black feels too harsh for everything, and his jacket is supposed to be black
Yahhh Im trying to potentially recreate my own take at battlezone while using similar graphics but for now I'm just making models and so on
:3
Discord Server: https://discord.gg/CuFEmpmR4Z
If you want to support me or the project:
ko-fi: https://ko-fi.com/phobosdev
Bsky: https://bsky.app/profile/phobosdev.bsky.social
I wanted to block the way without inv barriers bcs inv barriers are horrible
A small wall was not enough, I had to make a deadly looking thing
bro could you imagine if ultrakill had recoil
quantize the image
I like the first one it reminds me of hellboy kind of
I think its literally just the mouth
i made a mix of the two
i like this
hellboy mentioned
Unity have just released a controversial Unity Hub upgrade... You can no longer create non-Cloud projects!
We discuss what exactly this means and how you can work around it.
https://gamefromscratch.com/unity-now-forcing-cloud-projects/
#gamedev #indiedev #Unity3d
unitycels........
me when i finish my game and try to release it but it's already published by another person that hacked into my account
yeah i'll just finish the projects i have already started and switch to godot
unity can kiss my ass
thank god i quit unity and went to godot
even though im doing rpg maker rn
Are you serious? ._.
That is awful man I am really sorry to hear that, how can that even happen
no no it didn't happen
OH
i was making a joke about how that could probably be possible
I sI did not pay attention to literally the previous message
all good
can somebody give me the rundown on how to prepare gloomwood for modding? i can't find much on extracting its files and all
i wanted to see what could be done about giving ammo types to the revolver (snakeshot, just for the funny)
nvm i got that nailed down
now that i'm done with that can somebody point me to where the code for the ammo boxes is so i can edit it
first i wanted to try making the revolver round box stack to 12 instead of 10, just for funsies
God damn it man
People kept saying "but they rerolled the pay per install fee, they're not like that OK?????????' and I said they'll keep staying shitty and nobody believed me
if it happened once, it can happen over and over
I mean, it's really just a "default" thing now. You can delete the cloud connectivity and they're adding ability to delete it from the dashboard too. It's a bit of a hassle but not end of the world shit
And not nearly as bad as the fee stuff
right at the start it says you can just remove the cloud upon creating your project
i also just created a new unity project and i didnt even have a cloud option, it was disconnected by default
been making some lighting tweaks here 👀
stuff :3
add the quake light flicker method
the fella
This guy rules
I learnt coding and made a pause menu
looks very comfy man
Thanks man
Im trying to make a shader for the bg texture but I have no idea about how to make the scroll timer use unscaled delta time
average timing for you gremlins that only know 1s and 0z (its okay I like frogs)
what
hi chat
waoh dante ??
what bg texture?
Yes
I made a variable in there, a float timer for the time node
And in a script Im making this value equal to time.unscaledDeltatime
its somewhat working but for some reason its like, stuck in 0.004 and 0.003
Super strange
i hope you understand that deltatime is the time between each frame
it's not TIME, it will return the time between each frame
or at least i think that's why it can be stuck between those numbers
Oh
can you check by capping the frames at 30 for example?
not sure how it works in unity's pipeline
you want to scroll a texture across the screen right?
Yeah, while "deltaTime" is frozen
Because I freeze it during pause
well I switched over unscaledTime and it works now
I just really though unscaledDeltaTime would work too lol
i mean, it works at least now
However this time value is just gonna increase forever so
time node
you can add it to UV coordinates
I know what the time node is
or however they are called
Yeah, what I do is change Timescale or whatever is called to 0 on pause
huh
why doesn't it embed
anyways the dude also did the same as you i think
ye, I just had to use Time.unscaledTime instead
nice
from what i gather, the only reason i didn't run into this issue in godot is because time is unaffected by timescale in shaders
It might be a bit difficult to see but yay
It works, it just adds some goo to the pause stuff
Shotgun core
evil guy
so evil mhuah
@hazy sky fuck it godot time
what convinced you to switch
Friend wants to make a small fun game together and was interested in it, so we watched some vids on it and I played around with it and discovered a lot of cool stuff
The lighting and ease of using nodes vs unity components convinced me i'm also probably going to convert my kings field game to it as well
hell yea
hmu if you get stuck on specifics and we'll see if i can help with it, after 4 game prototypes and one sorta complete game I have some experience with godot
but in my experience it's a very nice and easy engine to use with lots of potential and fast iteration speed, etc
and it's very capable as well, just not for AAA at all
Yeah after seeing a lot of the shortcuts and QOL I was like "oh fuck"
but I can easily see AA games developed with this
so you finally understand what I said back then,,,,,
i get headpain when i use godot 
Yeah but I was comfy with Unity (in terms of having made a bunch of random crap in it so knowing how to navigate it)
and no motivation to actually look further into godot
yea it's always the case, you're always gonna use the one tool you're most comfortable with so it's understandable
but now that I have motivation i have seen that it's cool and good enough for what I want to do
how can you use godot, what is the trick?
idk it's pretty easy
the trick is downloading it and opening it
self explanatory
I couldnt add a script in godot, so hard was it for me
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if you think adding a script is hard then you also have difficulties navigating windows

First one goes over the idea of how the editor works, the second one goes into the scripting
and then he has a bunch of sub links in the description for more detailed stuff
No it was just using godot was much different than unity or unreal engine
Godot actually isn't that much different from Unity, but you have to look at it slightly different
i actually hear it the other way around, people always say how similar it is to unity and being easier
It looked different when I tried it without reading or watching any tutorials, but definitely give those a watch
I dunno. Maybe my code just sucks or something. Becouse nothing worked in godot
Well also make sure you're defining whether you're scripting in GDScript or C#
also godot literally holds your hand with the script
i can script in c#?
Yeah
yea

you just download the mono version
Maybe i use c#
do so
Well i will see then maybe i switch to godot
Just watch those videos first tbh
ight
GDScript aint that hard to use now that I've seen it's syntax
I'm prolly just gonna use that
i just like the csharp syntax more tbh
I use it for everything (work, etc.) so I get it, and maybe I'll switch back and forth
that's also something cool I found, you can use both
thats very interesting
good thing is you're not limited to either of the languages
So on this project I'm doing with my friend I can use C# and he can do GDScript if he wants and it'll work
you can write your big systems in c# for efficiency and use gdscript for smaller stuff
or you can not even use gdscript at all if you don't wanna
i think i stick to c#
gdscript is so easy though, I literally never learned any languages before so technically it's my first
and I pulled off some really cool stuff with it
but yea its entirely up to you what to use
its like python i heared
yeah pretty damn close
very pythonic yes
its like python-lua
thats what make my head pain, i dont like the python syntax
so pythonic in fact that I could write a whole ass discord moderator bot using python while never learning python whatsoever
I only had to look up some other syntax that differs in Godot
In a sense (more specifically to GDScript), it can essentially work like C# without static types or brackets -- thats it
you can even add types if you're inclined
you just dont HAVE to
Introduction: This page provides a brief introduction to C#, both what it is and how to use it in Godot. Afterwards, you may want to look at how to use specific features, read about the differences...
This will tell you how to enable it and whatnot
types?
is it like static typing or whatever it's called
Yes thats what I said lol
no imma head out 
so you can do like
var health : int = 0
(or however it's done) to force the health var to only accept integers
oh yeah
assigning a float value like 0.6 to it would force it then to 60
Cool and good way to convert to percentages very quickly
there is a good video about it on YouTube where a guy checks how much faster his game logic is after static typing and it's like a 34% increase in speed
did you know about the match operator
you can have the function accept arguments, and you can use match to match up the action
switch statement yeah
what
In computer programming languages, a switch statement is a type of selection control mechanism used to allow the value of a variable or expression to change the control flow of program execution via search and map.
Switch statements function somewhat similarly to the if statement used in programming languages like C/C++, C#, Visual Basic .NET, J...
It's just this
I don't use them a whole lot in my daily life, usually prefer to do if-elseif-else
depends
I think the match statement looks cleaner, more readable if you have to match like strings
you can do a lot of good stuff with it
wat, wouldn't it be zero? Why 60?
float -> int just truncates the fractional part
it would be percentage : float = 0.6 and then do percentage * 100
and clamp the float between 1 and 0 if 100% is the max
Not in GDScript for some reason
That's genuinely fucked
If that's true I take that language even less seriously lmao
The documentation states:
Likewise, floats can be automatically converted into ints. This will truncate the float, discarding anything after the floating-point.
I'll have to go check what he did again
Maybe I'm just smoking crack we'll see
Oh yep, my ass just wasn't paying attention I guess
That's a relief because treating float->int as a percentage conversion automatically would be crazy lol
int(float*100) could work
Yeah I either straight up had some kind of brain-skip or was talking about something while he was showing him writing out his float-int conversion lol
My friend must have thought I was some kind of dumbass when I said "oh that's a weird kind of cool way to do that"
because it was just normal float to int conversion lol
yandere simulator moment
the use of an if-else statement was not the problem in the massive if-else statement issue he created lol
yeah yeah call me when u learn to force cosmic rays to change no-ops into branch instructions at runtime casual 💅
what is this disrespect for switch statements
nintendo can remotely brick ur program if u try to use them
Made a short boss rush where you lose health each time you attack
how do you replenish
fractal
the typewriter keyboard goes hard
You have an ability to do that
Fractal? Like hit game fractal block world?
robot with accurate joins
boom
need to make some tweaks to the ejection positioning/anims but its going well
Volume warning
i had my headset on my desk and my flatmate thought i fell over because of the loud noises 💀
something feels a little off
hmm i wonder what could it be
he flies!!
Is this channel used for modding or showcasing games that people have made? Because to me, it feels like it.
Cry of fear 2
two hands in the same bucket
and still no answer 
its both
Finally a answer. Thank you
chill bruv this channel is not that popular and unless you ping someone, chances are people won't see
I See, like #dusk-duskworld-dungeonsofdusk or other channels
we are so back though
got a sudden burst of energy for development finally
making plans for a first start short level that shows you the basics to the game
story-wise it would follow the founder of the legion trying to gather evidence of the germans faking the polish aggression and it could have two or three possible outcomes (all which have no real bearing because this is a prequel mission that leads up to the main events of WW2)
and it could either be a one mission thing, or an entire chapter actually
but it would be more of a world builder/immersive thing than shooty shooty bang bang by letting the player take in the world before the whole war
then for the mission outro, i would make a cool narration with some old film footage style cutscene saying how despite the efforts of the french photographer, the EU did not believe the evidence in the end, which in turn allows the german to occupy warsaw
and then title drop
@pure jackal how does that sound
sort of like the allied assault levels where you don't actually kill anyone for a good while but just play along https://www.youtube.com/shorts/I4FkZ8euxuk
#short #shorts #medalofhonoralliedassault #mohaa #medalofhonor
Medal of Honor: Allied Assault - Gameplay
Mission Two - Scuttling The U-529
thats a very unfortunate thumbnail
Fun level idea but uh the EU didn't exist back then iirc and though it does harken to that AA mission, I feel like it'd be best to have a more standard mission as the first thing the player gets, especially since legion is expected to be a MoH PSX successor
fuck
i wanted a quick build up to the ww2 part though
to show a little glimpse of the vintage era before wartime
like chapter 0, 10 minutes tops
If it is the tutorial, maybe have it really go off the rails after the first few actions are taught
you are a french photographer in poland, trying to disprove german claims and deflect inevitable war with german troops posing as poland forces. of course there would be SOME action
(Move and look, change weapons from nothing to your fake papers, interact with some guard, find some airduct or something, interact with it, have the player crouch through to try and sneak in and then get caught on the other side)
after the first mission from chapter 0, the player would be then booted into the main menu
but yea
okay so
Copy all of this in a document somewhere, get the gameloop fully in at its most basic and revisit these once you have the full toybox to work with
i'm asking if this is a thing worth investing time into because i like how it sounds
anyways imma delete because obviously its three walls of text
I hate you for 1-S
Stray mode to be more specific
that goes to #ultrakill-modding
also thanks that means that the subversion of expectations worked
fat fuck
That's mean don't say that
HES SO CUTE
can we pet
UI stuff
How do i get that thing on the left side of the screen that shows style time and kills in ultrakill
this is really fuckin cool
but i imagine you have to line things up well or else it's gonna be messy
it holds your hands basically
i think just doing the thing yourself is easier and gives you the results you want
you could use this to make a base you could then draw on
but I think this is pretty handy because it gives you consistent results
holy shit what is this shortcut combo
camera
Tab
how do you do the arching textures near the tube
the floor i mean how it curves along the surface
i wanna do roads but i can never figure out how to reliably create paths with correctly bending textures
Which can lead to a little bit of UV pinching but the arch is shallow enough that it seems fine
Ok time to make this tutorial functional
opted to combine elements with the m2 and m1919a6 (might add some more detail, like a sight hood and more details on reciever itself etc tho)
Can someone help me with Jaket mod? DMs open
Smyw
Space fighting game
they jumping me
Anyone familiar with behavior tree nodes from unity
Or with enemy AI in general, Im trying to learn and Im having a lot of difficulties to figure out how to set up things
I mean it's not hard, just make a boolean of chasing the player, if its true chase the player, if not wabder around or smth
If you want more complicated stuff use an enum for different states
Or an int and keeo track of what each number means
mmmm delightful
you know you have to rewrite the player code when there's over 22 booleans in it
to be fair the player has 792 lines of code
yeah no i'm rewriting this shit, got me fucked up
is there like a tool to edit the text of unity games like ultrakill?
made a map generator algorithm and it immediately gave me a middle finger on the fourth generation 
made some procedural recoil system and a weapon system that i will migrate back to legion
i think it's pretty juicy
can I eat it
What happened to legion 😨
hush child...... it's sleeping for now..............
i'm rewriting parts of the systems using a fresh slate and then replacing them because everything about legion sucks
very unlucky, but understandable considering it's my first and longest running project
you must not know the story of the man that climbed a mountain to get a picture of the view. He photographs, doesn't like it, climbs more, photographs, repeat and repeat until he died
in the end, no one saw the picture..
no i'm telling you mate it genuinely SUCKS
then again you may be 100% correct after all
it doesn't have to be perfect, just release it first then do changes later with updates
center axis relock, close combat stance
you basically use the side of your gun to aim, you are quicker to turn, arms tucked in closer so you cannot be grappled so easily
the reason the gun does it is because there is a laser on the gun
okay that is peak
@rotund garden you cooked
added mouse movement and weapon swaying
can somebody with a copy of gloomwood and something like dnspy or anything for modding please point me to the number values or the stats of the shotgun please
if anyone wants to kill some robots in space
https://eddinn.itch.io/solar15
windows considers the zip a virus and automatically deletes it
Congrats on releasing it ❤️
ay thanks, it was made in like a week or so so expect some bugs
looks good man, i'll try it out later
your game gives me heavy cry of fear vibes
cant wait for the incredibly difficult platforming sections :-)
stop eating my phones
things are looking bright
very cool
updated the combat
holy shit that looks rad
crunchy.........
Thamks ♡
is it possible to make an unpredictable ai
i'm talking you code it, but you don't know the actions it'll do
You could probably make a state machine and have it switch around states via random values?
does anybody have the stalker call of pripyat PKM shot sound
Reckon you could unpack it yourself and find it https://www.moddb.com/games/stalker-call-of-pripyat/addons/stalker-database-unpacker-v12
i'm too lazy to reinstall stalker maaan
It's like 3gb 
counterpoint i'm lazy
also the last time i replayed call of pripyat that shit was haunted
Counterpoint- its 3gb and literally like 5 clicks maximum to reinstall it
made some great debugging tools that allow me to draw lines, boxes or spheres anywhere, also display text anywhere with formatting!!!!!!
so i can use these to debug the guns for example
yeah but you'll know the states
you could make a chain of different actions, multiple like 50+
sighing, walking, looking around and such
and it randomly chooses 5 different actions to do at once which would look like new behavior
but then it might just look weird
counterpoint it's one .ogg file i'm looking for
also, 4 clicks, steam, call of pripyat, install, confirm
5 if you have to click on the library
okay so im trying to make a simple model swap mod for the latest fnaf game SOTM. an Unreal Engine 4 game. however no matter what i do or what tutorials i follow the result always stays the same, the mod just dosnt do anything. all the directories are correct and all the textures and materials and everything is there and spelled correctly. but the .pak file just dosnt do anything when put into the paks folder.. If anyone knows anything about UE4 modding i would greatly appreciate the help cause I'm definitely missing an important step.
Made a rather basic debuff system
bottom left is giving
made a lot of progress on multiplayer, i can now host games and connect
the host and client shares the same player for now, but this took ALL day to figure out properly
what is this tho, same project?
well not all day, but like 5 hours
replication works and managed to cram in reconcilation and predictions
Ye
Kinda just figuring out balance for enemies and stuff like that
sick
looks like ultrakill + quake
i love the spider enemy
implemented state machines
another thing
Animated health bar
you do some good scenery
today i had a cleanup day
resized ALL of the models because they were all over the place in regards of size
there were instances where the suppressor was twice the size of the gun and shit so i went back and painstakingly resized everything and cleaned up some code so the weapons now have preset spots per weapon type with overrides if needed
and modelled like 7 types of common shell casings so the guns can eject more intelligently on a gun-to-gun basis
beautiful,,,,
oh also added a default gun with an orange tip 
mainly for attachment testing
Hey thanks! Tho I struggle a lot with pretty much everything else
more state machine stuff

switch to new input system as soon as possible trust me
this is a custom engine
for the GetType check you can just do if (nextState is StunState)
(Unless you want an exact "is it this type" check, and not "is it this or anything inheriting from it")
ahhh interesting
Def play the game when it’s finished Ngl
now texture it
Been working on this today
visuals manager for health
Heart rate goes faster the lower hp gets, when debuffs are applied heart shakes too (depending on the debuff) as well as some cool visuals
found this really cool GodotVMF plugin that lets you import Hammer (Source Engine) VMF files along with the VTF/VMT texture files very smoothly/easily
Was initially trying func_godot with J.A.C.K. but this was like, insanely easier to set up
its so insanely nice and great for fast iteration
how does this handle the geometry? is this one giant 3d model?
Yes pretty much
IF need be there are pretty simple solutions to split this into chunks
Hammer has the cordon tool where you can section off pieces of map (or you can do it manually), and then you can just create new VMF nodes and add those cordoned pieces separately
shit you could even do visgroups in hammer and set groups then save and load different versions of the map
it also detects "nodraw" texture faces too, so you can tell it to just not create geometry for certain faces
What is teeth boy’s purpose and his extremely deep and in-depth backstory
This teeth boy doesn't have a name, at least one that I'm aware of. It is a Kinetic Sculpture/Automaton made by Roger Ruskin Spear, an English musician/sculptor.
The main purpose of the machinery is for entertainment. It was mostly used on the shows of the band Roger was a part of, "Bonzo Dog Doo Dah Band" or Bonzo Dog Band for short. It played a prominent role in one of the band's "Kinetic Sketches", where it moved its mouth along with the song "Forever Blowing Bubbles" performed by the band, while another robot beside it blowed said bubbles.
All of Spear's machines were very faulty and were prone to break after or even during the shows, forcing the musician to either fix them on the fly or improvise something if he weren't able to patch it up.
After the disbandment of the musical group, Roger showcased his machines at various shows and tours, his most know tour was known as "Roger Ruskin Spear and his Giant Kinetic Wardrobe".
Ruskin Spear has also appeared on national television. On 7th of April 1973, on BBC the sculptor showcased some of his newest inventions, most prominent of which were "very boring" and "The Pointless Game".
It is unknown if the teeth boy has made any sort of recent appearance due to Roger being 81 years old and diffcult to contact.
I mean I could try.
Man hooking up animation state machine shit and collisions is way fucking easier in Godot than Unity lmao @hazy sky
only complaint is that setting keyframes for objects to tie with animations is really wonky, and the fact it needs key frames for movement at all
Unity lets me just tie the collider to the armature and it will just move with the anim
yea its not too complicated luckily
y'all wonder how i iterate and progress so fucking fast, this is why
godot makes it so easy
mmmmmmmmmmmmm you have bones for the sword?
I've nearly gotten to the functionality of my Unity version within hours and it's all more polished already just by way of not feeling hacky
yeah
you could make the collision and attach it to the bone using a BoneAttachment3D
that way it will follow the sword if that's what you want
oh didnt know that was a thing
yeah
you basically pop it in, i don't even think it needs to be part of the skeleton system, you can just select external, pick the skeleton and then the bone to attach to
one thing to look out for, use a Node3D as a parent for the collision
that way you can adjust the collision inside of it and the Node3D will act like the pivot point
already do, we're good
v slick
Something really cool in general is that Godot feels friendly to use enough that I'm not feeling existential dread to open it like Unity
y'all laughed at me when i said this,,,,,,
hard to teach an old dog new tricks!!
unless the dog finally notices the cool QoL stuff he's been missing
Like just being able to drag shit from the inspector, scene, or asset menu to reference in your script 
or how quick it is to do a Signal
so true
when motivation strikes, I know godot's 5s load time got me 🗣️
Beautiful
source style console
Ok now give us wiimote aiming >:]
funnily enough I could do that here as well. also, the good thing in this project is that I can backport everything into Legion because this time around things are competently written and handled
Do it then >:]
we'll see

Very basic and EXTREMELY WIP gameplay prototype footage, only 4 enemies, 3 weapons (one I forgot to show) and some barrels
Also the beams from the green enemy kind work like a reverse of Ultrakill's idol forcing you to kill all enemies in a room before killing the green one
bro says "only 4 enemies" homie that's 4 more than i could ever create 🥀
looking pretty good though
is it like, ultrakill inspired
You wouldn't be wrong but I don't want to lean too hard into being an Ultra-like, I wouldn't be making this if I never played Ultrakill, I am inspired by it but I also would like to try some other things that I would like to see in a game
In a sense, I am making a game I want to play (for me and others)
Kinda want to think more about worldbuilding and a diverse arsenal with a high skill ceiling overall
My advice for mass-producing enemies anyway is to have a base system/class/script for enemies that you can use for each enemies and extend that with other scripts
In godot, It would be easy to do that by just making a custom node, but I wouldn't know how to do it in other game engines
very good approach, i do the same thing as well because why would anyone in their right mind develop something they would never play
(yes i know CEO's and shareholders exist)
right now i'm trying to figure out how to make physical magazines for guns exist
like not "eject mag particle" but here's this magazine, it's loaded, use the ammo from it or get fucked
and when you reload, you drop the mag with the bullets in it which you can pick up later
Interesting mechanic!
escape from tarkov does this, you have magazines as items you pick up
you basically swap them when reloading, and if you double tap reload, it will ditch the magazine to the floor
gonna do this as well, except i won't have a visible inventory
as a matter of fact, UI will be very limited as well
got bored and started messing around with the dynamic lighting package that gloomwood uses
https://vxtwitter.com/GameDevKS/status/1949424433778860273 tweaked the camo texture on the m1a/m14...
Two classic rifles, cut for the same caliber...
...which one you taking first? https://t.co/qplx4Nlc37
probs might need a few more tweaks
have you tried the lightning preset? That one is so sick
does gloomwood use like a different type of lighting or something
yooo nice
they use a package that adds dynamic baked lighting
so if a baked light is dynamic you can adjust the brightness during runtime, add effects like water shimmering, and even more complex things like disco balls
there's also a volumetric lighting post processing effect included
but I don't think gloomwood uses that
damn
absolutely lidar'd
that's 14216 objects
(it's not meant for lidar but it's a funny experiment regardless
Still a prototype
But I made a weapon with a moveset
I also added buffer frames too
uh
guys should i @ a mod
who the fuck am i kidding
<@&242930927347433472> sorry to bother yall
.ban 1008103539865813042 fuck off bot
:o: Banned yoshifan69420#0 (Case #38583) (user notified with a direct message)
yay thanks
Yo
wow
this simple thing made me crashout so hard yesterday 
first my skeleton was somehow backwards, causing the look_at( ) and anything else to do with rotation/position on it to be fucked, and then I had to get a fucking ball to move
helf
i am going insane why isn't this working
it only subtracts the holes if you start from the sides
I'll give UE5 and it's blueprints another go
nah I just though it was funny how I tried to give it a go but it all sounded like gibberish to me
i personally wouldn't use UE5
me neither tbh
all that unnecessary overhead engine-wise, even if you turn half the shit off
if I HAD to use UE, I'd go for UE4 probably
Weapon can interact with enviorment now + some cool details and new features :3c
so incredibly stoked about this mod, been playing it non stop, one of my fav doom mods ever https://www.youtube.com/watch?v=ENaPWClQek4
this going well 👀 (gonna improve the blood vfx and a few other things at some point)
did you just ads with a dual sniper
Yes. 
one for each eye
Is that duel wielding snipers

honestly the state of modern game engines kinda sucks ass
you have UE5 with its shitty noisy lighting™ and also apparently having really really strange everythings
you have Unity being half-assed to the point of being comedic
and you have like, godot
godot is good i think
battlefield 6 in godot?
No they just made their Portal editor with it
seems like we'll be able to make our own maps, or at least have much greater "Halo Forge"-like controls
wonder if we'll get this GDExtension
but with the TSCN file format being so readable, I don't really blame them for going this route
I really hope BF6's godot usage will get more people into godot 👀
godot is good, but I couldn't expect AAA games to come out of it, AA easily though
AAA games would only happen for more side case uses (battlefield 6) or as a baseline that they would modify into an almost new engine
not giving up,,,,,,,,,,,,,,
added some checks so semi-auto guns don't feel like fucking shit, basically you can queue a shot right after the other and it will fire after that so you can hit the full RPM more easily
Making something for the GMTK jam
peak dropped again
what's the meaning of the clock
does the game kill you if you are in the red when the timer runs out?
Actually, you control the lightning attack
And when you do that attack, whatever is in the red ( including you ) gets one-shotted
Also if the clock becomes fully red then yes, you also get one shotted 
do you also turn the clock back?
yup
Who got a modded controller in the lobby
Reworked all animations, much better now
I like that tree smack
Thanks ♡
Yep, you can fish, explore, solve puzzles kills things, smoke cigarettes
can i solve things, smoke puzzles and kill cigarettes
Modding Quake And Turned to Full Game https://real-life-productions.itch.io/manic-in-quake-demo
smoke fish, cigarettes and explore puzzles 
fuck yeah
Hey guys, been busy elsewhere but figure it'd made sense to share in the official Discord: I finally put out a working public version of the Gloomwood Randomizer out for people to try out and enjoy.
UV mapped, and splinters off (and also generates a nice smooth collision for the thing
i tell you man, breaching is gonna be fucking amazing
Managed to finish my GMTK jam entry lol
sick
@real dagger hello goofy man
Unity
Looks rad!
Is this more Phobos or something new?
I only work on this project yeah
nice
I've been a little out of the loop from crunching
Managed to release my thing on Itch right as all of the chaos started, I couldnt have better timing :D
Yeah lol xD
I usually dont feel like I crunch time a lot
Mostly, some days I work 2h or maybe 30min, some days its 9h
But it never feels like Im pushing myself I kinda just go with whatever I feel that day
It helps a lot to not burn myself down
Thats a good way to do it
I'd been working on this very on and off, but it was reaching a point where I really needed to get it finished so in came the crunch
Thats fair
Sometimes pushing yourself a bit is not bad, I think crunch is a problem when it becomes a habit
as most things in life
I'll be sleeping like a brick for a while, thats for sure :D
Well deserved rest, congrats on the release ❤️
Thanks!
Looking forwards to being able to try Laguna
Its gonna take a while!
Tho I learnt code, still learning and Im more of a begginer than anything
But this has speeded up the project by a million percent lol
Thats good!
This has been my first time actually programming a game rather than some isolated tidbit
Aside from UE documentation or lack of it killing me, its a lot easier for me to track than node spaghetti
oh I'm working with unreal since C++ is what I knew
Also here are some advancements, I made lootpools, objects also have custom features that you can just drag and drop to make them spawn smoothly with random rotations
(by pure odds, that fishing rod spawned perfectly vertical LOL)
Ah I see
Looks fancy!
The atmosphere even makes crate smashing look relaxing
Thanks <:
I still have to decorate and design a lot around here
Its more of a playground area for now
(trying to figure out a cool way to show the casings eject downward without appearing like they come from the top 🤔 )
multiplayer is starting to shape up
literally have to download every vid you send because discord is dumb and it's just frozen on 1 frame
very cool stuff, you're making awesome progress
keep it up 🙌
wawa thank you :D
Also, they dont freeze they are actually loading
Its just that my vids are heavy af and takes forever sometimes
i see
got a little prototype working, unfinished sprites though
gonna be some tactical multiplayer stuff
I created a minimalist game engine in C using raylib. It's still in alpha and I'm still testing out what it can do, but so far, it's working pretty well. If anyone's looking to hire an engine dev, I'm available!
Here's the repo: https://github.com/8bitprodigy/kolibri_engine
Also attached is a video of the example "game" running. Not much to show yet, but the skybox and resizeable viewport are both implemented via callbacks in the game code, not as part of the engine. Also each of the boxes is a separate entity, and the color changing is showing off the LOD system. The scene is also frustum culled.
ignore the lag, pc is acting up
2 more days until the jam ends and i only got this done 😭
i should take part in a jam too,,,
super dope but i'm doom engine (and its source ports) fa life 😄
This looks cool!
I made some cool visual variants to improve clarity, some players might not be able to take very well all the color bleed/scanlines/jittering and so on
lovely indeed
Thanks ❤️
had an idea that would be a major change to dead end's gameplay but it would make level design a lot easier and would make it a lot more interesting imo
old way: killing enemies and collecting their blood to fuel your car, and once you hit the cap you can return to your car to go to the next level
new way: your car can't progress somehow (ex: running out of fuel, gate in the way, car gets taken) and you have to resolve it before you can drive to the next level, making enemies more like obstacles instead of critical to the gameplay
i'm a bigger fan of the new way but i want to know what other people think
i honestly think both could work in terms of pacing it well because if you have these unique scenarios one after another they begin to feel less special i'd imagine
new way all the time would certainly make a gameplay loop feel more varied and unique but eventually you'd either have to start repeating things or just coming up with some ridiculous idea
still up to you though obviously your game at the end of the day it just ultimately comes down to your vision for the pace and stuff
since when was i a drunk coder
oh ok i figured it out. i had LoadMission as a static void while LoadLevel isn't
my stupidity is unrivalled
New phonelight animation
i am a genius
that's a crazy shirt bro is wearing
Is a flannel
not much light coming from it 
Its a phone
There's a second part to the light that also isn't implemented yet because the shaders broken :[
no
make a cool fake light cone and some glare
You know you want to do it.
wow these animations are awesome, especially the phone ones
Good sir that is exactly what we're doing.
It is literally a flannel
.
is that some render layer shenanigan
boom
half life explosion
stock sounds be like
my favorite one
cool umg
I replaced the baseball bat model with a crowbar
Also wip enemies and debuffs but I think I showed that before
standard insertion procedure
Thanks!
is there a mod that can allow me to flip a ton of coins at once
does anyone know what materials would be useful so i have something to make when im bored and maybe make into an asset pack
Zortch unused materials
scratchy worn brass and synthetic fiber canvas
and uuhhh
clear acrylic
Im so happy I learnt code
qgat is this
mm myes game Development
The future of gaming
hope everyone got a chance to try the recently updated indiana jones mod for doom called Venturous, it's pretty insane, complete with 6 episodes, all new maps, weapons and enemies, and even some new mechanics https://www.moddb.com/downloads/venturous-152
whoops that's the link to the old version! here's the newest https://forum.zdoom.org/viewtopic.php?t=78218&sid=8e9f95844d5ba506ebcab6d6a98974c1
Made with "The Doom Siren Mod Only 0.85" and 3 mods from the "Dark Doom" (Modpack?)
it's just a showcase so
nothing special
it uses Ultrakill Music And Textures
If ya'll wanna try it out the link is in the comment of the Vid
Its getting better
you reminded me of my own shenanigans
https://youtu.be/R7b63ZxjT8w progress being made, might try to get some gas/smoke particles emmiting from the muzzle
What could be better than one grenade launcher?? Two of em!
#indiedev #gamedev #fpsgames
its always fun tbh when development is rolling, it sucks when you reach something engine defying stuff but yea
yo just fyi someone is building a real forest in gzdoom and it looks amazing https://www.youtube.com/watch?v=hfmYxE_yUmk
First texture I ever painted (kinda)
#FREE SCHLEP!
Who are you?.
are you the person from the speaker in severance?
No it's a question you need to ask yourself.
Who are you?.
You may not ask it now and you may never ask it but it is an important question
You'll find the answer in time
non tax payer activity
this is the modding channel
lol I mean true, technically to know thyself is the point of the entire creation
lol
You could create a DooM engine-like engine using it. In fact, I plan on creating a scene system that uses a DooM/Build engine-like level format. Also working on modifying the renderer to support automatically sorting transparent renderable items so billboards can be used.
guys do you know the No. guy
Check my bio (not a scam I swear to God)
what do I check on it
No
whoa! supporting doom / build engine format would be amazing! currently there's something called raze which is like gzdoom for the build engine, it's so nice I replayed the holy trinity on it already (duke, sw, and blood)
Well, I wasn't talking about supporting their level formats directly, but that should be possible with its scene interface. This is actually a very minimalist engine, so very little is actually built into it -- a main loop and management, a simple entity system with entities stored in a circularly linked list, a collision system, a renderer, and the "Head" -- a type which couples a camera with a render texture. All these systems are managed b the gamedev using callbacks to define their behaviors. So there is not actual level format the game engine will support directly, rather, you should be able to support any format through dependency injection, using callbacks, and the engine coordinates all these systems together.
really wish you could spend time improving gzdoom instead lol but that's just my thoughts
because there's so much work left to be done and so many people could benefit from it 🙂
GZDooM is GPL, tho. So by being able to release my engine as public domain/0BSD, even more people can benefit from it.
So by being able to release my engine as public domain/0BSD, fare more people are able to benefit from it.
this is true gzdoom is gpl so you can't release on consoles, however it's also highly recognizable and a selling point for games to be on its engine
but simply due to resources available i'd never recommend anyone use anything other than gzdoom/unity/unreal
it's a pretty uphill battle convincing game devs to use your own custom engine that no-one's heard about
But if you can make the same kinds of games on a different engine, would it matter?
You forgot Godot.
Who said I was going to?
very much so 🙂 for example for doom/gzdoom there's a feel, a history, and a community of support and documentation around it going 30+ years strong
nobody was just my opinion 🙂
Map for Fistful of Frags
Haven't posted in a while. I've been working lately on 2-3 versions of this map. In 1-2 weeks I will probably publish TTT (gmod) and HL2DM versions
to anybody that doesn't care about gzdoom of course you can
Well. If it's just opinion, then there's no objective reason why I ought be concerned.
correct
but it's also the opinion of someone who has been playing doom mods for 25+ years 🙂
Then there was no point saying anything to begin with. You've undercut your own point.
i've undercut nothing, just giving my opinion
But if it's just opinion, there's no reason I ought be concerned.
lol so you think opinions are worthless? best of luck getting people onboard with that attitude then
Do most gamers care if it's running on GZDooM or not?
many boomer shooter gamers do
gives it an extra layer of authenticity
No, I'm saying there's no objective reason I ought be concerned, if it's just a matter of opinion, as it's not grounded.
there's no objective reason to do anything in life, you take in data and opinions and then act according to your best interest
Zortch runs on a bespoke engine and it's done pretty well for itself. Same for HROT.
for sure, there are tons of awesome boomer shooter games not on the gzdoom engine
they're either on unreal or unity, engines that have also proven themselves like gzdoom
and have large communities for support and resources
That's not true, though. You're doing anything at all, which proves you've already chosen life, and since the dead don't do anything, there are certain things you objectively ought do in order to continue living.
again not discouraging development, just trying to give you the reality of the market
well yah you have to eat and sleep to keep living lolol, thought that was obvious
The reality is most people don't care what the engine is, so long as it's fun.
right but devs do
because they have to make the games for people to play
You literally just said theres no objective reason to do anything in life.
again, thought doing things to stay alive was obvious and thus didn't need to be stated...
Which is anything...
yes, do you see how your statement here is moot? "No, I'm saying there's no objective reason I ought be concerned, if it's just a matter of opinion, as it's not grounded."
Okay?
yep, devs will choose whatever has the most support and resources
No, and I should be asking you that, since you contradicted your own argument.
there was no contradiction, maybe reread the thread?
Okay? And who said otherwise?
nobody, just letting you know that if you're building your own engine, that's an uphill battle to get devs to use it
There was. First you said "there's no objective reason to do anything in life" then I pointed out why that's false and you said that's obvious. Well, if it's obvious then there's objective reason to do anything.
i think you might have lost the plot a bit in this conversation
maybe stick to discussion about your engine
What makes you think I wasn't aware of that?
this discussion so far
I mean, you took it into matters of Objectivist epistemology when you said theres no objective reason to do anything in life.
I only said that because you said there's no objective reason to listen to people's opinions which implies they're effectively meaningless which is obviously false
My point is that if they're just opinion, then they're subjective and thus there is no objective reason anyone ought agree, so if you're going to make a point, you must ground your argument in something objective, otherwise you're asserting a floating abstraction.
i gave reasons for my opinions every time
but hey whatever you gotta tell yourself man, I can see your engine marketing is going super well so far
If there were reasons that grounded your argument in reality, then why did you claim it was "just opinion"?
What the fuck is going on in here
what the fuck is going on in here 2x

hello blue mod
sybau
.mute 1354114805627224179 3652d
:o: Muted somedudereally#0 for 9 years, 11 months, 4 weeks, 1 day, 22 hours, 30 minutes (Case #39564) (user notified with a direct message)
Already forceban
hello tony

Hello Robathy
hello anthony
hi fantano
hello Ak
@neon sierra well well well i find you here too huh?
what did i do
im just here for fun
ultrakill
good
ultrakill and some more ultrakill
when was the last time you wiped your butt after pooping?
bro, wth
answer
i don't even think we supposed to be talking here
since when did this channel become a general chat
idk there is no general
let's just go to #ultrakill
yea
there's #bnnuy-and-the-jits too
when general modding turns into literal mod general 
does anyone know how to mod on linux on ultakill
#ultrakill-modding may be able to help. Good luck buddy
i want to set you on fire for being a stupid ultrakid but also linux is based as hell so im conflicted
Technically a crosspost(?), but Gloomwood Randomizer update!
It's been a lot of fun, but MAN figuring out factions and everything has been a hassle 🤮
can we set you on fire instead
is there any way to still be able to play multiplayer?
no im fire r-worded
https://x.com/GameDevKS/status/1958521405055685015 adding this 👀
i understand how the pink is now working in ultrakill
it started small in patch 15
and in 16 (ultra revamp) its not completely pink
in patch 14 theres no pink
now i can enjoy ultrakill with no pink
do anyone knows how to make NPC In LibreQuake?, i am using Quakeprism for it
H
guys whats the easiest way to get multiplayer in ultrakill is there a tutorial or wha
wrong fucking channel numbnuts
#ultrakill-modding is right there for gods sake
From the brief bit I looked into it in the past + a little bit of looking at LibreQuake's source code, you need to get the source code from their GitHub, create a new .qc script for your NPC, and then insert lines pertaining to the new NPC into any file that might need to call it.
I suggest looking at something like, for instance, knight.qc, copy it, rename it, and then kind of zip around the code for all references to the entity (knight, monster_knight, etc.) and copy-paste those lines, variables, functions, etc. with your NPC's name. Then to use it you'll probably need to like create a .fgd file and add an entity entry to be able to place them in Trenchbroom or JACK. From here, compile it, make sure it runs/ works, and then start looking through the NPC code you added to customize it, maybe looking at other NPCs if you want to steal behavior, etc. If you can read C (QC) code well enough it's actually pretty well organized and self-explanatory with clear areas to define models, animations, sounds, etc. for the NPC
Shockingly and unshockingly very similar to when I was adding custom entities in Half Life SDK
wow, you are actually a live saver, i was looking all over the places just for this, thank you man, and also i want to put my custom animations as well (any tips?) $frame idle1 idle2 idle3 idle4 idle5
$frame run1 run2 run3 run4 run5
$frame attack1 attack2 attack3 attack4
$frame death1 death2 death3 death4
//=====================
// STAND
//=====================
void() runzombie_stand1 = [$idle1, runzombie_stand2] { ai_stand(); };
void() runzombie_stand2 = [$idle2, runzombie_stand3] { ai_stand(); };
void() runzombie_stand3 = [$idle3, runzombie_stand4] { ai_stand(); };
void() runzombie_stand4 = [$idle4, runzombie_stand5] { ai_stand(); };
void() runzombie_stand5 = [$idle5, runzombie_stand1] { ai_stand(); };
//=====================
// RUN
//=====================
void() runzombie_run1 = [$run1, runzombie_run2] { ai_run(16); };
void() runzombie_run2 = [$run2, runzombie_run3] { ai_run(16); };
void() runzombie_run3 = [$run3, runzombie_run4] { ai_run(16); };
void() runzombie_run4 = [$run4, runzombie_run5] { ai_run(16); };
void() runzombie_run5 = [$run5, runzombie_run1] { ai_run(16); };
//=====================
// ATTACK (MELEE)
//=====================
void() runzombie_atk1 = [$attack1, runzombie_atk2] { ai_melee(); };
void() runzombie_atk2 = [$attack2, runzombie_atk3] { ai_melee(); };
void() runzombie_atk3 = [$attack3, runzombie_atk4] { ai_melee(); };
void() runzombie_atk4 = [$attack4, runzombie_run1] { ai_melee(); };
//=====================
// PAIN
//=====================
void() runzombie_pain = {
sound(self, CHAN_VOICE, "zombie/pain.wav", 1, ATTN_NORM);
runzombie_run1();
};
//=====================
// DEATH
//=====================
void() runzombie_die1 = [$death1, runzombie_die2] {};
void() runzombie_die2 = [$death2, runzombie_die3] {};
void() runzombie_die3 = [$death3, runzombie_die4] { self.solid = SOLID_NOT; };
void() runzombie_die4 = [$death4, runzombie_die4] {};
🥲
@past flint This took me some time to figure out but I was curious for my own nefarious purposes, and it's a bit tough to explain so I encourage you to research it a bit yourself. Essentially you can use Blender MDL Exporter (download the zip here and add the .zip as a plugin).
https://github.com/vncastanheira/Blender-MDL-Exporter/tree/2.93LTS
The issue is, if you're used to animation with skeletons/ armatures, you cannot, it doesn't support it, it wont even let you.
You have to use Shape Keys (vertex animation) to animate which is kind of really fucking archaic. Basically you add these on the "Data" properties tab on the object in blender and it interpolates the vertex values between a position on each keyframe. From what I gather and what I've seen reading the NPC source code, you'll basically do all this animation on one single timeline -- idle, walk, run, death, etc. will all be in one single timeline -- you'll have to name each frame and then in the .qc script you'll have to pretty much initialize every single named keyframe and then set them in the code (which I see you kind of already figured out)
I recommend giving this a watch first. Not sure what all you'll need to know, but I just skipped to the animation section. Feel free to watch it all though if you want.
https://youtu.be/nZC-G9Tz6OM?t=420
And then watch this for a general idea/ explanation of how shape keys work and how to get them working.
https://www.youtube.com/watch?v=p5syxlEsc7U
Blender addon for exporting and importing models to Quake's MDL format - vncastanheira/Blender-MDL-Exporter
Link to the addon: https://bitbucket.org/khreathor/mdl-for-blender/wiki/Home
0:00 Introduction
0:13 Scale
0:51 XYZ Coordinates
1:05 Facing Direction
1:44 Origins and Height
2:23 UVs
3:20 Model Tags / Palette Selection
4:20 Material Slots = Skin Slots
4:52 Skingrouping and Texture Flickering In-game
5:44 Material Types Don't Export
6:11 Texture ...
Shape keys allow you to animate the mesh of an object, by creating keys for each configuration of the vertices.
good luck lol
Thank you so much!, im used to shape keys so again thank you
Ah excellent, you should be good then
Doing some more texture paint
just ftr - as I wormed with the quake engine - you animate with skeletons & armatures and once exporting to MDL it will all be "baked" to shape keys
Did you use something different?
The version I posted explicitly doesn't allow you to export to MDL if it detects armatures
I'll go dig through my pen drives
Yeah idTech's model format didn't support armatures until MD4
And it didn't even get used, so in practice it didn't have armatures until idTech 4 (MD5)
the workflow was similar to modern ones in this way - you'd animate using skeletons ( the "Art of Quake2" book has ID bitching about how their armatures would freak out )
they used PowerAnimator and created skeletons to quickly deform the models in question
for Wrath / MD3 we also used a blender plugin that baked down armature animation to vertex anims ( aka shape keys )
for my own Quake 1 fun times I might have used Blender 2.79
Another workflow that might work out is exporting the model into ms3d format (with a plugin), opening it in Milkshape3D, and exporting to .mdl that way. But I have no clue how actually good at conversions Milkshape is
Last time I used it I reckon was like 2009 trying to edit Halo Custom Edition models
It does seem like there's at least a few fucked up workflows out here you can use that might be better than just animating with shape keys
this blender theme has me feeling like one of those 2000s hacker movies
anyone wanna play jaket?
holy fucking frutiger aero
yesyesyes
all of the funny abyssal line weapons re-rendered
ohhhh roughness map ohhhhhhghhhh
v nice
still very happy how the rigs turned out
and the Shotgun's reload animation
yeyeyeyeye
made a new rig and somehow it's not all fucked up
i followed the same principles
truly truly zased
whats this blender theme?
i don't remember, i downloaded it off a shady website a while ago
added this cos why not i guess 😅

