#general-modding
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@floral stirrup
bruh
Brah
Also
ping the role next time!!!!
Oki dokey
bruh
been there, mostly depends on your sense of responsibility I'd say. If you're not usually ghosting people once you can't get something done or experience delays and do feel the need to complete, at the very least, small promises, then it can be a good way to push past that "I don't really feel like doing that today...", since there's another person depending on your progress
just my two cents on the matter, may not work the same for you
Hello
Straight up Jakeing it
2
and by "it", haha, well. let's justr say...
CHAT
do u guys recomend any mods on r2modman
for ultrapeak
bro this server has to many channels
๐ญ
Nice
WE'RE RICH
All these revolvers pack some stopping power...
๏ธ๏ธSome just have more than others!๐ฅ
**โค๏ธ 11โ๐๏ธ 164โ**

A glimpse of what is to come this #screenshotsaturday : #tugg is employing some of his new tricks in this NEW #siroccothugs #sciroccothugs level!
You can check out the Steam Page down below ๐ [1/2] https://t.co/eTAgpIcq9o
i finished my demo! https://real-life-productions.itch.io/manic-in-quake-demo
what do you think?
(Feedback based on screenshots, haven't played it)
I think the colors used are pretty nice. The hedge-maze look with a blue-purple night sky is pretty cool, and I'm fond of the red drenched hallway.
I think the use of more vivid colored lighting like that is great.
I do think there's much to be desired with the level design itself.
It's very blocky and square... I think a lot of it needs some extra visual flair and some scaling adjustment (let alone actual level design adjustment, but this is something that kind of needs to be learned over time).
"Visual" verticality can go a long way, I think adding indents into floors and ceilings where applicable is a good start.
Simple stuff like adding pillars/supports along walls is another easy win. Trims along stone walls/ ceilings.
Easy "brush props" like wood barrels, small and large crates, caskets, tombstones (I'm just throwing stuff out based on the vibe I'm getting).
Changing up some of the scaling too. It looks like this was created with like a 32/64 unit lock/snap? I think playing much further down into the 4-8-16 realm (but trying to keep it uniform still i.e. not just placing random varying thickness brushes willynilly) can add some variety.
"Beveling" some surfaces by using the clipping tool on some corners (but dont go too ham with it).
Regardless of my criticism, good job. Despite my knowledge of this stuff I still have yet to really make anything "longform" of any variety and commend the effort something like this takes
@earnest lily https://www.youtube.com/watch?v=C1ulN_mOy44

Oh sticks
thank you man, most of level designs were inspired by Doom (1998) and you can kinda see that to be honest but i think i would add props in full game would make it cooler and more vivid colored would help the game so i think i would take that path to be honest but again thanks for feedback
that looks sick
Thanks!
Wait i was following ya already, faz o L
Can't wait to yeet more goons
Made a smol arcadey shooter over the weekend
dots
This is sick
@misty gale its not ai generated, I made it based off of this thing I got from a molecule website
it's just a different angle of that molecule
OH I see the angle now, yeah that was a pretty weird angle in the original pic
sorry for that lol
@earnest lily why does this guy look like your thugs
๐
(Still need to tweak some of the weapon/hand positions but its getting there)
too much dual wielding it looks like a gronf video thumbnail
nah everything gonna be dual wieldable lol
Alot of akimbo indeed
anyone know any good ultrakill mods
this is the game Drv channel Buddy...
PLEASE make the akimbo gun have mirrored recoil because it's so weird seeing the left gun have a right sideways kick
Im planing on swapping out alot of the base anims atm for new ones, but yeah that shouldnt be an issue 
Currently translanting Gloomwood in french but nothing changes in game
idk why ๐
Do i need special software to port in the game ? I just made a copy of the english translantiopn, delete the one in the localization folder justo keep the french one but notyhing happen
can someone help me
R2modman work on TF2?
took me 2 and a half hours but I got this bastard UV'd properly
refreshed the HUD a little
can you make the combo bar tremble as it depletes out?
that would look dope
good abyssal line updates coming soon >:]
what's abyssal line
if u replace the second S with an M its everything u have ever written
I have it do that when it's in the overcharge state
from the trenchbroom git page
Train game
which train game

Is it even a game if there's no train?
Game some friends and I are making
at this point im just thinking about open sourcing and releasing ALL of my projects on github or itch for download

I'm giving this some time to think through, but I feel like it's gonna happen if i don't touch the project
because at that point it's just a waste of potential
you make a lot of cool games, you should stick with one
https://real-life-productions.itch.io/forg-night my friend made this cool game so i wanted to show it here and give feedback and maybe share it to anyone and what he should improve?
https://www.moddb.com/games/doom-ii/addons/big-johns-love-shack-64
made a DOOM II map about Big John
Nice work man
thank
Bobby enemy texture is done
My Jaket mod is fucked up, won't show up any multiplayer lobbies EVEN AFTER 3 HOURS
With two hands, you can only do so much until you need to put the light down.
Pick and choose your actions carefully when traversing through #TheAbyssalLine
#ScreenshotSaturday #MadewithUnity #IndieDev #SurvivalHorror
is this inspired by cry of fear?
a little :]
yes it is a remake
cap
Lies
Big fan of the switching sounds
Very good improvements to glass
you need to add some foley sounds
you have this nice coat but no sounds with it
@pure jackal
the boys are back in town
the HUD is in complete shambles i need to reconstruct the whole thing from page one, however most things are now in working order, the weapon system will get some extra glazing to avoid edge cases, implement proper melee akin to L4D2/CS2 where swings happen in arcs etc, but the system now works as following: there now exists weapon sets, they can be either chapter based or level based. levels can override weapon sets and it's limits as this allows me to make item zoos where i can test shit out. you basically add weapons to slots, and the game is only allowed to ever load weapons and it's ammo from these slots
this also makes development easier because this will later allow me to create custom loadouts or overrides which will help me make adjustments easier down the line
so let's say enemies are supposed to drop slot_1's ammo then i can make it so slot 1 is occupied by pistols, and so ammo distribution will be handled like so, no need to hand pick and program every enemy to drop specific weapons or their ammo
by default each mission allows up to 4 weapons, this is also subject to change so idk man, maybe we'll get 5, or maybe i'll allow 9 but only set 4 or less
Noh there will be noh coat foley
The actual flanel coat the textures based off of literally doesn't make enough sound unless I really flail around with it on and it doesn't sound good no matter how many times I tried to capture it
okay this is so funny
so by adding in the weapon switching sounds, i revealed an issue at hand that made weapons switch like 55234 times under the hood
becuase the sound was basically killing my ears
so i imported my debug tools from the other project to debunk stuff and turns out, i was correct
so after some hours now i finally can say that the weapon handler system is up to par and allows animation canceling and procedural animations if a gun is missing dedicated animations
and NO @slender knoll you can ABSOLUTELY never switch while reloading to break the revolver anymore, it is NOT possible this time around
the hud is not working yet but i'm working on it
but this code is like, taccos level code so i'm taking my time to tidy shit up because i was so inexperienced while writing it initially that it hurts
it allows for different scope reticles ๐
totally not a hint
oh and i also made a pass on the PBR materials so that they look good
even though those are not my textures
also generalized the interact() calls so i don't have to write cases for behavior
because it was awful
i made everything have nodes that said interactible inside the interative object, and checked for doors, mounted nests, objectives etc, now i made a interaction area (the thing i wrote for Vestige) that allows me to just pop the area in and assign an interaction target and calls interact() on them if needed, or just display a message like the locked door message. i needed this because raycast interactions can be weird in godot and i needed a middleman that does the job for me
the area also has a secondary function if i want it to also display a prompt when looking at it, which will be good for prompts
the secret is to use something else that gives the sound you want and maybe even exaggerate it a bit 
yea because otherwise it kinda feels too empty
you need that satisfying sliding of the clothes
yes purist options will be avaliable
reworked the objectives, now they are handled on a sort of global level so things can actually reference them, and it is overall easier to access, works more reliably etc etc
might also change the bullet trails
noticed they're made out of tubes in medal of honor and i think it does look much nicer
plus bullets travel way faster as well so idk what i was on when i designed the bullets to be so slow
in MOH it took like 2-3 frames for a bullet to reach it's destination to a 10-15 meters length, that's super fast considering my bullets like to take their fucking time on a 60 frames per sec thing
it takes like 3 to 4 physics frames to cover the same area which is like roughly 25% slower on a general basis
i also removed any semblance of multiplayer for now
the most that i'll include for the initial launch is split screen, because it's piss easy to pull off
today was a huge milestone compared to what i had going on for half a year
I love Godot keeping shared resources as a default for animation trees
really enhances my beat 'em up when the guy getting knocked into others suddenly plays a stumbling animation
this shit sucks ass
life finds a way
what
bet
actually you know what
since human ai is sort of harder, I'll start with making tanks
or vehicles in general like cars or motorcycles with soldiers in them
or military supply trucks
they generally behave more linearly so it could be a good starting point for both animations AND ai
Ai is not really hard tbh
It's justa bunch of coroutines and deltatimes and conditions to do stuff
Yeah, just Godot things
i suck at it for whatever reason
looked at my old build with the console and this caught me off guard
i don't remember what exactly produced this graceful print
seems hard until you realize it isn't any different from coding stuff like the player etc
maybe
we'll see
didn't get to model shit for it because my mouse sucks and keeps clicking all faulty
i literally can't navigate the viewport, pan the camera or zoom around, or select verts etc without clicking 4213 times
my mouse double clicks, the scroll wheel click is broken and it jitters in the most crucial moments
damn
you can imagine the dread of having to use the little top right ui to navigate in blender
yea i can sadly
yesterday i restructured my entire godot project by an accidental double click and drag
since the files were too much godot just shat itself and crashed
i was filled with joy because i didn't even know what got moved to where
this happens even without the faulty mouse tbh
jumping and clapping his soles together
godot has this messy thing where something in the file viewer stays selected even if you search something in the search bar
oh yep
i use unity unfortunately
and just clicking and dragging anywhere, don't have to even select anything will just drag the previously selected file
anyways
should i make like a vehicle class and use extensions to differentiate tanks and path based vehicles?
or should i just make separate stuff
hate to say this but I dunno
wdym
if i were to make a vehicle i just make 1 monobehavior script and make it customizable
tho probably a tank is a type of vehicle and is probs gonna need similar variables and stuff
so yeah a extendable class is what I would start with
obviously the tank would try to follow the player, whereas other vehicles might be path based
like a convoy moving from point A to point B
it's gonna be an interesting topic
oh you mean ai
ya
ah
well that too
you're gonna have to make a custom navmesh for that
this is why i asked, although i think i will add regular vehicles as ai as well like bikes, armored cars or just regular cars with enemies shooting you from it
or use no navmesh at all
that's alright, the bigger issue is gonna be how to tackle them gameplay-wise
but i digress for now, tanks are more important than bikes
bikes can be a problem for future me
hell yeah brother
oh yeah i reworked the objective system as well
i no longer rely on groups, i can just assign a nodepath or separate nodes as an array, and groups are fallbacks now
so i can for example make a bucket of objective critical stuff and the system will check for the children within it, and if i feel like that's too tedious i can just add them to the groups
which will come in handy for enemies and the likes
i made a handy little entity spawner that allows me to set player or enemy spawns, and the selected entity will show up neatly in the editor as well
so yea things are busy once again
remind me to do an in-depth rework of the recoil system
made a whole ass audio player helper function that allows me to play sounds without making dedicated audio streams in each scene for 3432 things
i can paste the audio's file path into the function and it plays the sound
if i give it a coordinate, it will play a 3D spatial version of it
AND, it has pooling
8 sounds for 3D and 8 sounds for global non-spatial
i can also specify buses, random pitch etc
holy shit i don't think i've ever cranked the framerate over 60 before
why is it so SMOOOOOOOOOTHHHHHHHHHH
damn thats good
i might increase it to like 32 spatial/world audio and leave 8 non-spatial/2D audio players
No
Yes thats my model
Layer 8 tomorrow guys
its literally your video bruh
I was brainstorming all day on a method to offload all of the ammo handling to the game and not have to hand tune everything when designing maps
I made a formula that takes the weapon's max ammo cap, its magazine size and a randomness factor plus a weapon type bias
you roughly get a magazine's worth of ammo plus minus some randomness, so lets say the smg's or ar's have 300 max ammo cap, you'd get around 30 to 60 ammo, while pistols usually equal out to the magazine's size, shotguns are less generous so the math basically gives 4 to 7-8 ammo per pickup etc
plus I made it take the player's current ammo into account so if you're likely to run out, you get 5 to 10% more ammo than usual
I just have to properly implement this
that being said i can still leave some ammo drops on the map if I feel like the player needs some extra, and I can also tie their spawn to difficulty
shit I keep dumping walls of texts here
It's aight, I like reading them
sometimes the cogs turn way too fast and I need to write down the memo before I overcomplicate it or forget it altogether
I was also thinking about some branching routes tied to difficulty similar to how timesplitters or goldeneye 64 does it
higher difficulties would have more objectives and some levels could have extra content or paths to take
and also while on the topic of difficulty I think I'd make it limit some of the pickups on the map so the harder the difficulty, the more reactive the enemies are, the more accurate they are, slight damage boost and less ammo and health pickups
fuck this i'm switching to godot
unity can kiss my ass
i just found a list of all my projects on unity cloud, uploaded without my permission too???
it says whether you project is on the cloud right here
and you can disconnect it by clicking the three dots on the right
the fact it's cloud connected by default is shady on it's own
who's to say they won't pull some new licensing shtick again
holy fucking shit
now i know the reason why my muzzle flashes were so off
bruh i was calling them in fire_bullet which is fine
except for shotguns
where muzzle flashes were called x times
the only real reason i realized this is because i put the sound into the muzzle flash method as well so the shotguns were eargesplitten loudenboomen
now they sound pretty pleasant for some reasn
this also fixes high RPM stuff
๐
left 4 dead
Never played it
Did you know that they're making a second left 4 dead?
Maybe Ill give it a try :3c
Just kinda busy coding procedural gen..
is this tank a good scale or is it too small
huh...
Maybe make it a little bit larger?
Like, right now it looks like something 3 people are able to push over.
Which tank is it based on anyways?
idk man
what
i guess it's kinda like a panzer III or panzer IV
well I've seen some tanks in my lifetime and your tank (seems pretty light) needs to be a tad bit biiger.
Well here's a photo of one with a person nearby.
i think the tower needs to be higher
It needs to be bigger in general.
Its a tank for god's sake.
It's BIG. It's INTIMIDATING.
It's COOL AND AWESOME too.
Take that into account.
Otherwise you'll end up modeling a Volkswagen beetle.
it also needs to be able to traverse the city
gave the tracks a bit of GIRTH and the tower some HEIGHT
Yeah, take that into account too.
But as you can guess one of the main points of tanks is that they didn't really need roads to traverse cities.
ok they do because i aint gonna make them demolish everything thats not road
those cars are SMALL
case in point (size appropriate now)
is anyone familiar with javascripttttttt
wouldn't call it enemy just yet

Can it shoot
not yet
i only got down the movement so far and the turret aiming
the barrel still needs to tilt otherwise it just shoots above you
my biggest issue is that it doesn't check for clearance
lil bro tries to squeeze through everywhere
and it has no health either
the bullet mechanics are getting the pass next time i'm on the project
gonna add tags to them like armor piercing, etc so i can safely tag the machine gun and other anti-tank ordnances
does it know how to make a grilled cheese
He knows how to make a pancake
you'll be grilled cheese if it rolls over you
tank size is fine just turrent and track proportions little off, looks good 
wasn't the pz iv actually the german medium tank that's meant for infantry support?
i do think it should be a VERY little taller, considering the player is at a 1.7-1.8~ meter height and the panzer iv was almost 3 meters tall
what i mean is that it does not have the crazy wide tracks due to the medium size
yes you are right and model already look fine in game. dont bother with little nitpicks
there is also the fact that its specific characteristics constantly change according to the battlefield and conditions in which it is in service
i think i'll try my hand with using real world photography and reference to texture the model
it it doesn't work then i'll just do a high poly and return to pixel8r
Yo man you got a dollar?
BIO SHOCKED
holy fucking shit this is starting to feel like progress
sorry for the flickering debug display
YESSSS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
it can also finally fight back but I forgot to showcase that
the vehicle class is now done. they can patrol, chase it's enemy, engage them (this is different behavior on a per-class basis), it also has signals to emit when destroyed that can be linked up to mission completion or failure (escort or destroy), they can also just drive on a set path as well so yeah
only time will tell how good this will function
the tanks gun is a bit finicky though because it either aims above or below the player and I don't know why the clamping is so aggressive
tomorrow I'll try to create weapon animations finally and create a base animation for every weapon
gonna also retexture the arms and merge the pistol hand model with the two arms and unwrap it so it uses the same texture appropriately
after making the arm armature it's own thing finally, I could just remove the arms themselves from the models and use the guns as the weapon drops themselves finally
it's gonna be so fucking good
finally progress is realizing
thank you @pure jackal for reigniting the flames
๐ซก
new word learned today!
I just really like the ammo counter from Dead N Furious on the DS >:]
the best style of ammo counter
taking inspiration from obscure ass DS games like 10 ppl have heard of is likely the most based thing imagineable
World gen fully working now, terrain no longer flat
i really had no room to shit on pirate software's code when i had like three different classes for pickups of ammo, health and mission objectives
so anyways i deleted the two other class, made a super class that all of the sub classes can extend from so they share logic
and they were really old and deprecated
like directly setting the player's values instead of using the designated helpers etc
now the pickups properly assign themselves to the correct collision layer, with 3 pre-set size variants (small, medium, large) that they can pick from, a mesh so you can assign a mesh if you haven't already, you can also change the mesh on demand so you can finally just separate the weapons and pickups from the actual weapons and pickups and create world models
they can also respawn etc so yeah it's pretty cool
there is also customizability if you enable it in the menu that allows you to use shorter messages (SMG rounds instead of Voll Feuerschutz 42 Rounds, display ammo/health next to the pickup, etc)
what
fuck yeah
also made the engine generate a missing model with a missing texture as well if something isn't set correctly
that's the armor model
neatly tied these areas to the debug layer so you can toggle it and see the bounding boxes
same with the objective areas and context message areas
Nice raindrop texture
Mines are much more comic looking
When you take ss they look a bit strange xD
they look like literal drops
hud is finally in some working order now
but i'll be honest i have no idea where signals come from anymore so i'll have to rewrite the entire process of how the ui interacts with both the player and the weapons
i've been searching for the keyword emit everywhere and i literally can't find where half of these signals are emitting from
where's the old ammo counter 
it had sovl
where is it
is titanfall 2 modding allowed
oh, you need to be actually active in the server to post vids that makes sense actually
tank column naturally forming
alright pathfinding done
Nature is healing
they check for politeness so if their paths would converge, they pick a random spot to avoid collision (radius is yet to be adjusted)
gn general modders
@pure jackal how does it feel
what in particular
the whole package
god fucking damn it reminds me of being 9, playing in the snow after school and then coming home and playing medal of honor all night until saturday morning
after i finish up the HUD and work on the weapons to filter out edge cases and add animations (even if placeholder 1 frame ones), i'll go ahead and polish up your animations to ignore root motion and import them as well
Its Shaping up so far
feels like MOH but shinier and newer
honestly if you're able to get the prior ammo counter system back in and then texture that tank, it'd make a good "complete" sorta slice of a teaser
let me fucking know when u get image perms i need more titanfall modding in my life
Looks nice!
I cried at the end credits when the guy told his squad โthis is our legion of honorโ I clapped
truly one of the dialogs of all time
what is the bar on the left
States how good ur picture is going to be
Each object in the camera view gives points
This points variate if u moving zooming etc
The cube gives a million pointd for testing purposes
But in a real scenario, a lot of things have to be fit inside the camera to reach such high numbers
:3
reminds me of fatal frame
this model will be moving crazy with this game idea i have
zesty ass walk
somebody suggested i should add the ability for boxes to stay on the floor once broken and man i absolutely agree
the way these boxes work is their collision gets turned off (they no longer process)
i still need to figure out a weapon drop system that uses one single prefab for all of the weapons somehow
boxes would only drop weapons in the box form, enemies should only drop items in weapon form etc
Mb twin
get atomized
Very nice :3c
okay this is genius, gonna write a system that basically checks for a breakable objects children, the first one should be the intact model, and then you can litter in variations under it
the system would iterate through the children, collect it into a pool and then pick a random one to show once the object is broken
if the object has only 1 child, remove it after breaking
holy shit
begone
Chris redfield 1-2 combo finisher
did some cleansing on the code, basically turned an all String based dictionary into an enum based one for the ammo pools, shit is at least 6% faster since it doesn't have to check for string stuff
not that it really matters tbh but it does help streamline shit further since the possible ammo types are all held within the ammo manager global, the one that also handles the ammo distribution on pickups
restored 100% basic functionality on the simplified hud and shit like that
oh and added a check for explosions that basically first checks for the health of the object it damages, if it is already dead, don't damage it because that rapid fire dinking of the oil drums were annoying as fuck, but the damage sound is otherwise triggered in the damage method so I had to remedy it like so
also rigged the new arms, but needs some testing AND it also needs some heavy structural reworks since all of the weapons are children of the weapon handler, which is in turn child of the head so I need to either add the arm rig to the weapon handler and basically create an exception when checking for weapons (to avoid adding the arms as a weapon ๐) or I need some clever methods to separate the arm rig from the weapon handler altogether
I mean the animations CAN sync up otherwise but it'd be nice if I didn't have to animate/bake the position into the animation
OR, I could make the arms the weapon handler themselves and just change the rood node
ok enough rambling
ah yes, the "using string almost anywhere for names"
I'm so deep into it that I can't even go back without wasting a lot of time
i made a separate method to return the ammo name as a string from a table tho so if i need it for later uses, it's still there
i just won't use it for actual systemic functions or checks, it's merely the name
could be used for the pickups, could be used for HUD elements, etc
god i love being extra
anyone here know a way to make custom tags to script with in unity
like a custom [Header] etc
reusable
The term you're looking for is attribute
If you want to use them to control how things display in the inspector, you can use PropertyAttribute & PropertyDrawer
man unity seems so complicated compared to godot
in Godot you just do @export_subgroup("name of inspector tab") for an openable tab that contains your variables, or @export_group("name") to show a separator tab with a header name instead
nice
unity just uses more words in general then
also I wanna make a borderlands-esque randomized weapon generator because it seems like such a fun concept
[Header("name")] adds a separator
fuck that's actually less words
I don't think there is a built-in attribute for a collapsible group but it would be pretty easy to implement a custom attribute that lets you just do [Foldout("name")]
and I'm sure there's at least 9 million prewritten versions out there
now remember exported variables that collapse/expand based on other variables' values
suddenly godot hab many word
objective list was long overdue for a systemic overhaul
instead of 4 nodes per objective, i use 2 now, and there's a word ellipsis if the string would otherwise be too long (unwise i know)
but now the session knows the objectives, and the HUD specifically asks the session about the objectives based on objective ID
if there are no objectives, the list is empty and the top header says "No objectives avaliable." at the top
i still need to create actual visuals for it
I like the font you are using a lot
i think it was TypeWrong
made a whole ass godot project that would print out each letter for me as a transparent png and crunched it down for me to be nice and crisp, then I fixed the spacing and the look and here we are
need more fonts tho
also remind me to return to a group based NPC vision and behavior check so I can make ally NPC's
When is jaket getting fixed dawg
The dev works hard on it every day
Wait a goddamn minute.
Ain't you the guy who remade animations for Medal of Honor Underground weapons?
that's been a good 3-4 years ago if you mean these
idk how i pulled this off anymore, i'm struggling HARD with animations now
did you see the actual game, or just these animations?
Both
hell yea
added an option into the shader to allow using lower resolution textures
something's VERY wrong with my sten
ok its good now 
where the enemies at
also made the scope overlay it's own thing so any weapon that has the flag to be scoped uses the scope
and the scope properly dictates where the next bullet will go
it's good shit
@slender knoll
also @noble umbra since i remember you asking if the FG42 will be scoped or not, it is now possible
๐ real nice
the scope always felt good to use
it should also be on the center regardless of resolution
Thanks for the feedback!
Glad you went with it.
Steam page when? Pre order when?
XD
@slender knoll you have to do the timesplitters 2 window challenge
with a brick mind you
man the arcade league and challenge league were a really really simple way to extend the gameplay
like we did that shit with a mate sitting on a couch and changing players between attempts and it was great
same
we played that shit for hours
taking the time to reduce the amount of medal of honor textures one by one
i'm pretty happy with this because i pretty much textured this with blender renders and some grunge texture
mmmmmmmmmm
you post all your peak here????
yea
animations vary on speed
also added rolls when you land while running to keep the momentum
Thats pretty awesome!
can you help me rig something
Sure
man this game had so much potential, too bad i lost the files
wandering around a city and putting up posters
i had this cool idea where you can hit people with it and they'd just fall and have a poster on their forehead
achievement for destroying all the lights in every map
fuck it we ball
maybe they'd occasionally get angry and chase you
literally this achievement lmao
I JUST RELEASED MY TRAILER :DDD I'M VERY PASSIVE WITH THIS PROJECT https://youtu.be/sgQ8rLIyB24?si=QEcmQDa42S3XfIuK
Image quality is reduced with mouse or player movement, among many other things that players will encounter during their explorations
THERE HE IS HES DOING MY SILLY LITTLE POSE
@slow willow meant to ping you with this
the bideo wont play
what
how about now
dude thats awesomeeee
btw everytime i see that point and click aiming my mind goes into a frenzy
its super smooth
demons might whimper
I might rewrite it down the line because it directly rotates gun and you can basically rotate the crosshair out of the screen etc etc, I'm gonna make a more mouse based approach that uses the mouse cursor instead and shoots a ray from the screen to get the position the gun needs to look at
gonna rename it back to grease gun because i realized it's not an official designation
cuz the boz rattles duuuuuuhhhhh
da greazer
today I'm gonna implement sub objectives
Objectives but subbed? 
literally no clue what to do with this game lmao
this is how far 3am ideas go i guess, might just release a small combat demo
as opposed to topped objectives
but nah sub objectives would be objectives not listed in the screen when checking them
like small objectives such as tearing down propaganda posters etc, it's just some extra replay value
removed herobrine
I see, like the shot lights thing you showed?
yeah that too
good and bad things
good thing is i can finally attach the gun to the hand
bad thing is i'll literally have to move every recoil based thing down to the weapon manager instead of the guns themselves
fucks up architecture?
since the weapon is it's own thing and i never really expected to do this, everything was handled by the weapons
but now there's the middleman, the arms
the forbidden middleman
make sure your animation trees don't share each other as resources
they are two rigs at the same time, the other one does this because it's A posing
so you don't have 2 enemies activating the same animation because they're referencing one animationtree that's a resource
really?
haven't made enemies yet?
it's your best way of having good transitions between anims
enemies exist, but the animations are yet to be properly implemented
I see
if you get one that's fully functional do share
i will dw
mine theoretically works except one issue I shared a while back
one I'd ignore if it didn't fuck up the core mechanic of the game XD
man i need a complete overhaul of EVERYTHING now
relatable
because considering everything was dictated by the guns before, now i need a lot of helper functions and transition these to the arms instead
like for example the recoil, i need a helper to return the recoil
I have so much old code and structure that is outdated because I didn't know better
yea same actually
I'm at a crossroads rn where it's an issue I'm so clueless on that I might just have to give up that core mechanic
because if not for it then I can finally get started on graphics and have a demo in <= a month
fuck
i'm gonna be in big trouble real soon
this is all recoil related, how am i gonna pass these on through the weapon itself in the handler?
i could compile a dictionary on ready and then just reference it
hold on
forgot i can just do this
yep
it's actually pretty tame there
fucking pirate software over here
you have no idea what i had when i just started out
i had no idea you can do var tween_trans : int = 2 as Tween.TransitionType
i actually wrote a fucking transition map
and a helper function that returned the approriate transition
mind you this was like a year and a half ago
i was still green
I was so happy when I added enemy code and animtree nodes to a seperate enemy and everything worked right out the gate
that's how you know it's modular enough ๐
we still are, probably
i don't deny that
but compared to what i knew before, there is a pretty nice progress to competence
although i will now restrain myself and will NOT touch legion unless at least basic animations are done on the arm rigs
my biggest downfall is procastination
if i get stuck, i'll just work on something else
like oh wow damn i suck at rigging, i'll polish up the game instead
oh wow this requires animations, i'll touch up something else in the meantime
but I've gotten better at managing this
oh wow everything at this point requires animations, welp better start a new project
idk why animations are such a huge roadblock for me tho
but in essence, the system is FUNCTIONALLY tuned to the two arm rigs method
if i don't setup a rig specifically for the player, it creates one from the base instead
weapons properly get added to the arms, now i need to link up the animation players of the arms and basically hook up the signals and animation names
i'll probably tackle it by adding {weapon_name} + {action} so i can do a stringname lookup and call the proper animation
this way i can minimize the amount i need to fuck around by hand
me when I modded yakuza before making my own game ๐
Yes I'm flexing, apologies
so if the animation name is mp40_fire then it can just do weapon name + action
oh shit
string name lookup might be kinda iffy
not a hard guess what game I'm making XD
when you call animations via code it uses stringnames
like arm_anims.play(stringname)
this will fail for the pistols tho
fuck
change of course
check if weapon type is pistol, if pistol, default weapon name to "pistol_" instead
gng no ๐ฅ
it doesn't replace the name
it replaces the weapon name part in the play function
the weapon name will NOT be touched
when you start making specific cases where you don't need it that's when architecture falls apart
granted I might be missing some context but it seems to me there's no reason to make the pistol special
like if weapon_type == WeaponType.PISTOL:
anims.play("pistol_" + str(action))
else:
anims.play(weapon_name + str(action))
uses a different rig and ALL pistols share animations
all 5 of them, like basically equip/unequip, fire/reload/ and melee
stylistic choice
there won't be any exceptions when it comes to pistols
i might make it so there are two recoil animations, a moderate recoil and a slightly larger one, and make it so if weapon.damage > 12 then play the larger recoil but that's about it
...interesting
the pistols use a special rig that has 2 bones plus the weapon bone
this is a direct throwback to Medal of Honor and it's sequel
i will NOT omit this
ok ok I see
if it doesn't change up too much then sure
always gotta look out for that potential technical debt
shouldn't cause much of a debt tbh
any pistol type gets defaulted to the pistol animations on the pistol hand
all i need are the animation finished signals to properly hook stuff up
the one real debt i'll have is gonna be during the animation phase
godot uses a different FOV scaling
i think it's vertical while blender is horizontal
o
don't know about that tbh
I did make an fps but that was a while ago and it didn't have guns
hey, at least the road is well lit now
it was very wacky and I made some anims before I forgor about it
i can link blend files together which will make it so any change i make to the weapons carry over to their own blend files
which is very handy because i can animate and rig the guns WHILE having a clear scale of the arms too
and any animation i create to the weapon carries over to the actual gun rig
meaning i can just animate the arms and weapons, and export separately as animation libraries
now that it finally clicked, it'll be much easier
ah, yeah that sounds good
just be aware that blend files take up a lot more space than necessary
i don't really care, the exported GLTF's are not heavy
yeah I was gonna say just export as gltf's
and then link those up
not hard just don't forget about it
the weapon bone makes sure the weapon stays attached to the hands
the one thing i'll animate manually are gonna be like the magazines
the child of constraint does not give me keyframes i think
one thing i WANT to do before the animations are textures though
you can bake them
i want to texture the arms so i actually have more of a depth and vision to what i'm doing
i mean it's good as a starting point
but if it makes a keyframe every frame then i'll have to reduce like 90% of it
nah you bake when you got the final version of the anim
also clean curves option helps with merging/deleting keyframes that are too similar or don't change
i see, that's actually good to know
i think i'll start with the FG42's animations since that's been the main thing i always shown off in the videos
also holy shit i realized something
didn't godot add spring bones?
did it?
Inherits: SkeletonModifier3D< Node3D< Node< Object A SkeletonModifier3D to apply inertial wavering to bone chains. Description: This SkeletonModifier3D can be used to wiggle hair, cloth, and tails....
holy shit physically based bipod physics................
well hey that's neat
i'll need to figure out a way to do that
ts about to be fire I already feel it
need to check it out
i think
not as cool as i thought
i'll animate it by hand
cannot clamp, cannot specify where or how, you can only give it basic vectors and that's about it
its good for hair or booobs but that's about it 
can't even give it more elasticity and shii?
that's kinda mid
you can, but it looks weird
@dusk fulcrum, please keep all discussions in English.
wasn't Half Life 2's art style defined by the half lambert ambient lighting or whatever
half-lambert was only applied on specific character models like alyx
oh thats cos apparently post-orange box the vertexlitgeneric shader forces half-lambert when phong is enabled
pre-orange box hl2 didnt have phong
also they stopped doing that after portal 2 apparently
there was also no way to disable it until alien swarm
valve moment
moonshine grenade
I'm almost certainly wrong but I think the way lighting was handed in that era was using a basic blinn phong lighting + specular multiplied with baked lightmap again I could be very wrong cuz there are like no resources about it
they did use phong lighting on specific materials, but I have no idea how level geometry or static meshes were affected
all I know is static meshes were shaded per vertex on older builds
man I really fucking hope I don't have to work overtime today because I wanna do the animations
no!!!!
I genuinely want to improve in the game department in hopes I can make a living out of doing what I love
The pain of wanting to further your game as much as possible but also you gotta work a day job
keep working, do game dev on the side
there's no such thing as a full time game dev
unless you're working for a game dev company i mean
this is gonna take much, MUCH longer than anticipated
the separation and simplification i mean
i basically have to make the gun objects simple data holders with an internal ammo count (magazine) and a method to produce a bullet in the scene
everything else has to go into the weapon manager
reloading, animation handling, calculating the recoil etc
but the weapon handler is already such a long fucking wall of code
i might need to create a middle ground
since I already have an ammo manager that handles adding and deducting ammo, and calculating the amount of ammo the player gets, and the weapon handler is responsible for the inventory, I think it's nigh time to create an animation manager that holds references to the animations and produces tweening of the recoil
it doesn't sound like a big deal, just code everything from scratch
i don't know much about godot though so i might be wrong
problem is i have most everything in exports
so gun names, values etc are all stored in the editor and the scene file
rewriting from code means i lose most of these and have to redo everything but if all else fails, i'm gonna have to do that
also can you help me with finding the automatic keyframe button
like you know, the record icon that makes a keyframe when a change happens
where
it's the little dot in the timeline in the normal viewport if you don't find it in the animation tab
remember to disable it when you're not animating
yeah you only find it in timeline
there's usually another timeline tab under the action editor thing i think
I recommend switching to the animation tab above
been looking for it for two days now
it's amde for it
you got a seperate window that hides bones (lets you see everything more clearer), auto record, and dope sheet all ready
google bro ๐ญ
i could never dope sheet
dope sheet isn't curves
i know, i made a joke but the moderation deleted the message
:((
holy fucking shit
this almost works actually
except it doesn't call proper weapon functions yet
except of course the fire function
at this point i can start migrating code AWAY from the guns
also yea the aiming is funny
also at this point i have no fucking idea where i'm calling the aiming function from
yeehaw
mmmmm hurt box
the blood splatter is a bit odd atm, i'll probably scale it up for the smaller hits too
okay shit's GOOD because i figured out the FOV to godot's camera in blender
i got the pistol anims down
but i still gotta figure out how to loop firing animations
hmmmmmmmmmm
need to migrate the RPM calculation from the guns as well............
shit's a chaos right now, but i'm on the right path
this was also the easiest part since all pistols share the same animations so i could just eyeball it without having the gun be present in blender
i still have to redo the guns to be size appropriate and shit
after that's done, i can just write functions that render the guns as inert, and i can literally create dropped variants based out of the inert gun objects since that was impossible before
the weapons were spagettied together with the player because it was NEVER consiered that the weapons, arm models and everything, would exist without an owner
and since now that's done, i can actually swap out the arms as needed
man it feels so good, thanks for all the help @waxen plover
no problem
you mentioned animation trees, i don't suppose I can set those up procedurally eh?
a lot of stuff on my end works procedurally, if I can automate Godot to do it, I will so it'd be cool to have them setup like so
Never tried it but I'm sure you can if you want to, it's all accessible through code I believe
There's different types too so you might want to look into that
I saw that there are blend trees and stuff
that's exactly the thing I'm asking for
wait it might not be
might have to set it all up manually after all
It ain't that bad
I want randomized fire animations for rapid fire weapons so blend2 or 3 might not be what I need
Fym randomized
Oh I get it
So there's this neat trick where you can use a blend tree, then add the idle and a oneshot
Then you connect an animation node to the oneshot and can change its anim via code (changing the stringname)
Then implement the different string names based on a random number
Boom, pish pash posh ez
like 2 or 3 animations
Yeah, I got that, read below
okay, is it possible to interrupt animations with an animation tree?
like you see, I don't want the animation to dictate the rate of fire, I have an RPM calculation that properly sets up how often should a weapon fire while the button is held
I cannot just loop through the animation and let it finish, if a gun is mid-fire it needs to cancel out the last one
You call abort on the oneshot and it instantly cancels the anim and goes back to idle
I see i see
and does the animation tree have signals for shit like these?
Oh, you want to cancel and run the anim again?
Then you dont even need abort, just call it to play the anim again
It'll do just that
nice
because normal animation players need to be stopped before calling the same animation again
Ah, you see, I encountered this too. It does not.
There's only the animation finished signal
so it uses the animation player's signal
Probably, yeah
makes sense
Animation tree doesn't store any anims and data itself, it just runs logic on them
I could probably write up my own signals and call them
For that it asks for an animation player as a DB
Yeah, basically
alright cool
A very big extension
we'll see what it brings
I know the enemies will use the anim tree because fuck all that
but weapons might not need it if not necessary
Yeah it gives very nice blending between idle and other anims
You can control from what point the blending starts
The graph of how it blends
the reason I'm not really moved by this is because I handle being idle procedurally with sine waves
Huh
smoothly sways in the physics process frames
Ohhh
Yeah I get what you're doing
Since I work with 3rd person I haven't really tried this
yea it's velocity based and everything
Well yeah, not everything has to be one system
If you ljke it that way with your fps hands, then just keep using that and animation player
I think I remember the animation player having some rudimentary blending as well
It's universal and missing features of blend tree but it's there
you can do like a 0-1 float range crossfade
Well there you go
See what works for your system
yeah
what's also really nice is that I usually handle recoil procedurally as well
so I'm only animating the base minimum firing anim-wise
You could probs handle shooting procedurally as well
how
procedural: the game
in a way I am doing it procedurally tho
there is a barrel node and the gun shoots AWAY from the node
Just tween the gun backwards with randomised end points?
Probs need to adjust stuff but that's the firdt thing that came to mind
Shooting is definitely easy to do procedurally
Now stuff like reload and shii
That's where you give it an anim
that's the recoil
handled reloading with tweens too
I basically have two tweens, a pos and a rot tween, and you can specify in the inspector the recoil values, then the recoil method nicely tweens the gun back and then back to ZERO
So why do you need an anim for it
completely optional, animates mechanisms of the guns
Ah
bolts, accessories like the dust cover on the grease gun, bipod on the FG42, bolt on the MP40, pump on shotty etc
Ah I see
the rest is handled dynamically by the tweeners
even games like titanfall don't bake down recoil animations
Don't know about that so I'll believe you
Anyway sounds like you know the system you want
from what i saw in the modded apex client, those guns are animated procedurally
Animationplayer for the hands should be enough for ya
and the guns as well, since the arms trigger the firing animations of the guns as well
Yeah I meant the fps viewmodel in general
My bad
Also why tf does this channel have slow down
i just need a good method to cache or otherwise store recoil data
What type of data do you need
right now i have exported values for XYZ values as floats
You don't wanna store it as a vector3?
recoil goes randf(recoil_value_axis, recoil_value_axis * 1.1)
I'd just store it as a vector3
problem is the fps arms don't exactly have a real reference to the guns to read this
you know what
Ah
why am i stupid i used to store it as that as well
Well it's either signals or direct function calling
Hey power in simplicity
Sometimes you just don't think of it
i was thinking since the weapon manager has reference, and it calls the function called fire that tells the arms to pass down the fire to the gun as well, it could just take the recoil values and make the mandatory arguments into null if you just call it normally
and then in the recoil method just make it return if the recoil value is Vector3.ZERO
hey that's actually pretty good
i still need to somehow trigger the weapon switching shenanigans, since i use two rigs at the same time, the system needs to know what type of gun is being held and play animations like so
Hm?
Sorry what's the setup here
Why does the weapon not play the anim
weapon manager -> fps arms -> guns/items
AH
weapon manager holds inventory, calls functions. weapon manager gets input from player to fire -> fps arms trigger recoil if applicable, fps arms pass fire() to weapon as well -> gun animates itself
eg slide racking back, hammer falling, bolt moving etc
gun also spawns bullets and holds reference to sounds etc
Yeah ok I see it
ya
I'd also have the weapon manager create and pass down the recoil value
and it does
Aight sounds reasonable
weapon manager has reference to gun, gun has recoil value stored, weapon manager.fire(current_weapon.recoil_value) -> fps arms.recoil(vector3)
because you set up the gun-based properties in the gun itself???????
it would make sense that the weapons should store their own recoil values
Gng he's not gonna use it ๐ฅ
Fym arma
If the weapon manager calculates the recoil why can't it send it to the arms
Is readability worth the middleman
it literally does
that's what i said
player inputs fire() -> weapon_manager sends fire down to arms (and passes down the vector3's from the gun) -> arms tween the recoil based on argument
the gun is stationary in the hand
would be cool if certain exported values only show up with toggles tho
oh shit
I can see the sense in recoil value stores in gun and not manager, but the brain worms tell me "no"

๐
