#general-modding
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(also it is not C#, but C++)
Nice
I couldn't even do that with a framework
I tried but didn't get very far
Caved in and used unity
the hardest part is figuring out where to start honestly
my engine, not gonna lie, is a complete mess
Still, it's good to have something to be proud of
https://github.com/bad64/StarBlazer if you want to suffer ocular bleeding check out my code
the engine itself is just classes upon classes
it's a finite state machine, and states are objects unto themselves
could have at least made static methods but nooooo, had to be lazy
so many things I'd change if I were to remake it from scratch
probably, yeah
though I'd prefer going 3D for my next project
again with a homebrew engine
if I get anywhere close to Q1's engine, I will consider that a massive victory
Want a C++ lightweight engine to use as a base for your next engine?
It's totally free, MIT liscense.
From what I heard the code is pretty neat, but I only ever used it
not that I take issue with any specific engine, but the whole point of those projects is to learn how to make them myself
I mean, you could reverse-engineer an existing engine
tried to do it with idtech 3, when it was open sourced
I couldn't even begin to comprehend half of it
and that was before I heard about the fast inverse square root
(I could make it a goal in my life to find how anyone would find that one constant, but... don't want to)
I'm not exactly a developer, I just happen to know some C, some C++, more PHP than I'm supposed to, and that I am unable to work with C# at all
turns out that, given enough superfluous free time, I can make some cool stuff
but it's not really my trade
see that's already closer to a modern day dev than I am
the only thing I know about C# is that I hate it
art's tough tbh
not for everyone
it saddens me to hear idiots spouting crap like "Oh anyone can shit a 3D model in Blender in no time"
took me seven hours to make a padlock gdi
I have a friend who hates Blender, but I think they just hate 3D modelling...
I can sort of see why tbh
not the "hating Blender" part
3D's just asking for trouble, from both sides of the fence
3D art is hard
i know nothing about 3d modelling so for a game i want to make i was thinkin about having sprite based entities in a 3d environment like doom
is that harder to do
3D programming is... well complete assballs tbh
You have to do more math that way @rare surge
not much more
but you do have to calculate an approximation of the angle of the player relative to whatever the hell he's looking at, for starters
right
i wanna do a game with that sprites in a 3d environment except the sprites are hand drawn anims that look super smooth
instead of pixel art with like 5 frames like in a lot of games that do the same thing
sort of a pipedream rn tho because havent even started work on the game
What engine you wanna use?
just started learning godot today
yeah at that point you might be better off using full 3D models though
GL my man
i dont mean smooth as in theres sprites for every possible angle
it would still use the 8 angle thing just the actual animations would be better
that is going to produce immense spritesheets
kind of like what Street Fighter 3 was back in the day
or Metal Slug, for something a bit older
bit late to the ride but damn thats super cool you made your own engine
Yeah, it really is
thanks ! but I hope my next one will be better
hardest part is figuring out where to start
I'm reading up on OpenGL rendering for the time being
i doubt i would ever have time anyway ๐
first I make shit appear on the screen
then I see if I can move it, and then if I can rotate it
and then everything just kind of falls into place from there
i just mostly make things in unity
altho i did a roguelike with python+libtcod
well more a "roguelite"
interesting lib
yeah its fun
https://akselmo.itch.io/crypt-of-darne here's the game if you're interested
I tried making a roguelite once, back when I was inexperienced, but I couldn't find a way to generate completable maps
libtcod was nice for that
Made a lightmapped version of my reflective shader
So now I have one for dynamic object (vertex lit) and static map objects
very nice
At least someone likes it. A friend just told me it's shit :/
your friend knows nothing
that reminds me of some of the older pre-rendered games like myst, for some reason
Going for a mix of Quake 1 and Quake 3 which I suppose would look a lot like that
๐
Anyway, which effect you wondering about?
mainly what makes it look oldschool
It's a simple script I call "CamCrunch"
It get's the color palette from a shader I made, and it crushes a screengrab
I based it on a gameboy image effect I found online. Heavily modded though.
If you want I can give you the script and the two shaders that go with it
i would like to play around with it if you dont mind ๐ i doubt i'll use it in my game but would be nice to see how it would effect it
i am going to start making a sort of rpg game after this fps though, and im going to make it look very early-3d so if your shaders fit it i would use them there
probably modify them first ofc
I don't mind if you use them. I got the base of them online so it only makes sense to give back to the community.
thank you!
You're welcome! ๐
Let me know if I forgot something, if there's a better way of doing something, or if they don't work
Ok, send screenshots if you want
Thinking about changing the palette shader to use an actual color palette image instead of just flooring the colors
How does this exactly work? What kind of textures do the "palette" and "identity" require?
None
oh, im being dumb then probably
If they required any, I would have provided. ANd you're not. I just didn't make it obvious by labelling them
i just get a black screen, but im probably doing this wrong ๐
attached this to my main camera
Check the materials shaders
Make sure they aren't blank
100 is very big BTW
think of it like Dusk's pixelization slider
There's your problem.
I'm very new with shaders so I have no idea what I'm doing
There, go higher for more colors
man this is wild
That good?
I take that as a yes
You can, but you have to restart the script if you mod it while in play mode
1 = no resizing
alright
i think i could use the pixelization for the fps
thanks again, this is great
Not sure it'd actually make FPS higher, since it's a screengrab
It's actually not too hard, there's plenty of references for CG out there. (Unity's shader language)
i'll have to study them at some point
I also made a dithering shader which I converted to a hlsl shader for Urho3D and then made it a Unity shader
oo nice, i've heard of urho3d but never tried it
I lied it, but was too much work for the game I wanted to make. Unity is easier and looks better TBH
But, if you want something opensource, it's that or Godot. I recommend them both
I mean there ARE others, but most aren't worth your time
i tried godot a bit but i am so used to unity i had problems with the interface and well everything, but i wanna learn it sometime
Another good one is Torque3D
Godot is probably actually easier than Unity, if you're just starting out that is.
If you already know another engine it's pretty different
yeah it felt very different
So many cool game devs on this server. Still pretty happy that I got noticed by @pine carbon . HUGE fan of his work.
senpai has noticed me once too
i dont talk here often because im awkward but when i do its usually super nice
Yeah everyone is really supportive, unlike my friend. I mean he's a source guy. Anything that isn't source he looks down upon. Not sure if that's a common mind set of the community or just him though.
๐
im not gonna use much of the palette but the pixel scale will definitely help, im trying to get the software rendered HL1 look
Could set the palette to like 32 or 64 and get a nice result from it
I'm using 8 for my game but it'll be tweakable.
64 fits nicely
Awesome
same ๐
I hate auto incorrect
I love it
your script hides my terrible 3D skills ๐
but yes i shall play around with this and see how to make it HL1 software esque
In the meantime I'm gonna try to see if the identity thing is even needed. I feel like it's not, but I'll try to figure it out. I didn't mess with that part too much
what does it do exactly?
damn i was supposed to stop working for today but now i feel like continuing on my game..
gah its weekend im supposed to relax
but in odd way i find working on my game relaxing ๐ฉ
I don't really have a set schedule for my game, which will probably be it's downfall
im supposed to get this demo out in next two weeks
but if it goes bit overtime i dont mind
its gonna be free demo thingy anyway
that i slap on my portfolio and hope that someone hires me for internship
I'm 16 so I'm not really looking for a job or internship RN. Too busy with Highschool. Got held back a grade because I dropped out so now I have to make up a year.
I do the whole game dev thing as a hobby to relax
and i thought you were older than me holy shit
im 25 (soon)
here where i live i have to get an internship to graduate from university which is why i gotta focus on it
Ok
but luckily, i get credits from this demo, so i can graduate a bit faster by finishing it
and hopefully it'll help me land that internship too
I hope it all works out for you man
thanks ๐
Welp, the identity thing is needed. Lemme see if I can make the shader do some sort of cool effect though
Without it either the screen goes black or I have to lose the screen crunch. I want the screen crunch though so looks like I'll have to keep it in.
i wonder if it could be used to add the psx wobble
although i doubt it works that way
because camera cant make the models wobble
That has to be in a material's shader
Yeah
I know a some good free psx shaders
Might need to change a few things but I think they work with minimal errors (they were made for Unity 5 I think)
you're probably talking about the ones i have ๐
dsoft20's?
yup
Yeah those are great
they just dont really work for me since i didnt take how they work into account when making my models
so the effect isnt very good
Ah
https://gyazo.com/bfe72fc17bde9ba15bfc05aa7525e19b Still like this water shader I made a lot.
wiggly snow
I'm trying to figure out how to do a fake dynamic light system
Any ideas?
Something like quake where the light isn't actually light, if I understand quakes lighting correctly.
What I'm trying to do is create a fake point light
AFAIK light effects back then were just transparent 3d models
I tried that once, I just made a simple square in blender then applied transparent shader.
But it won't do shadows obviously
Trying to figure out the shader.
I just used some default shader
Found this for Unreal, gonna try to get it to work for Unitymhttps://twitter.com/klemen_lozar/status/1033409819116359681?lang=en
Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday #UE4 #gamedev #indiedev https://t.co/fNct4EYT...
450
2226
@olive dove are you trying to fake objects being lit, or trying to fake lighting effects like... I dunno, sunshafts and the like?
I'm trying to fake a pointlight for dynamic lights. Basically, just an additive sphere that "lights" objects that intersect it
hmm, I mean what you're describing is, essentially, a point light
or is there something I'm not getting?
I'm using baked lightmap unlit shaders
I found a shader that works for what I want it to do so Imma mod it
๐
Wouldn't making a gouraud style of shader work better for your purpose/theme?
I'm making a fake pointlight
Not sure there's a better way to describe it
Um, do you get what I mean though?
that ain't shit, there was some campaign for hm2
where you were "killing fandoms"
shit was beautifully dumb and borderline unplayable
https://steamcommunity.com/sharedfiles/filedetails/?id=689589453&searchtext=fandom this shit right there, it's art
I give up
That whole "false light" thing is over my head
I'll just try to find a way to integrate pointlights into my lightmapped shaders
Or I just won't have dynamic lighting
sssssh
hello
That's an impressive shotgun
Oh boy those were the days some guys on 9gag didn't believe that it was me who was replying to them and called me a liar...well TMSS got way more reputation then I ever thought it would
He gonna shoot.
That a shotgun?
It's meant to be, previs asset that I shat out a lil while ago.
The viewmodel is pretty bad though, I have to admit that.
Good old tmss
Lol
hows clustergun going, bread???? @patent spade
So um... I've been trying to make a shader that compressed the renderable colors based on a palette image. Anyone have ideas on how I can do that?
I'm re adjusting to my old crusty ass code and I'm rewriting some of the shit. I'm also trying to improve on some stuff that's already in there but pretty soon I'll be reading through the ideas thing and I'll get to making Clustergun a thing
@unique trellis
@olive dove what you're looking for is called a "colour look up table"
I know what a LUT is, jut don't know how to implement it. Any idea how I could?
in unity or unreal
Unity, custom shader
I am wanting to write my own code actually. I don't want to use the default unity one
ah
well I have no idea then haha, I suppose you could gradient map it
try searching for that
I'll just stick to my current solution.
Flooring the colors then multiplying the individual RGB values
Fingerbones 2 progress.
You can lift and throw objects meaning it is 10 times better than Fingerbones already.
self-shillin' a bit: https://twitter.com/XaserAcheron/status/1046808757672579074
[jab don't look]
@patent spade the collabedit page got deleted so i hope you have all those ideas on a .txt file
lmao
im gonna shill too https://twitter.com/Akselmo/status/1046829186135003137
#Ironscale LUDICROUS GIBSSSSSSSS
#gamedev #indiegame #fps https://t.co/3pPVwOmFsj
like the aesthetic, but IMO it could use a bit more neon here and there to really catch the cyberpunk feel
unless you're going for noir
im gonna try to add more neon
but i will also add some rain effect and see how it makes the game look
and since i want it to look like HL1 (point filtering etc) there wont be much light tricks i guess
however i have limited time to do this demo so more neon will be added if i have time after adding everything else ๐
gonna add somekind of hologram texture things to the buildings like ads for example
can i post a meme-y little thing i made in UDMF a while back?
dunno, can you? ๐
fuck it - imma post it anyway
https://www.youtube.com/watch?v=bm20iKCuZR8
k ok bye 
lmao thats great
Beautiful. Tis' art
"Blocktober", what would that be?
it's a hashtag used to share blockouts
One thing Fingerbones needed was soap so I'm fixing that horrible oversight right now.
absolute mad man
In all seriousness though this remake is probably going to go against every single one of David's design decisions when he made Fingerbones (For the better because Fingerbones is pretty bad in a lot of aspects)
ouch
But yeah um Fingerbones 2 is less a sequel and more a remake that basically changes everything to make it less of a slog.
fingerbones hd remix
I can't wait to get a cease and desist from David TBH.
I think he'd just be happy that someone cared enough to remake it
It's less that I care and more that I actually checked it out yesterday and didn't like it very much leading to me wanting to make it not bad.
Now I'm going to implement the mediocre crosshair system.
And give it a reason to be applied to non interactable objects
That's one of my biggest issues with Fingerbones in fact.
Yeah that fucked me up when I played it
My biggest problem with it was the story tbh
for a story driven thingie its story was really weak
And that reason is just going to be physics pickups that you can throw around because 201X David didn't know how to make a good UI.
felt like it was being edgy for the sake of being edgy in a way
Like the twist was coming from a mile away
Yeah it was pretty edgy.
and it wasn't done in any unique way
I was actually surprised that according to the manuscripts Fingerbones man didn't know how Katie died.
He just felt the need to cut the fingers off and throw her into the woods.
For someone who seems so persistent on logic it's very out of character to do ritualistic behaviour with the fingerbones.
At least that's my comprehension of the plot.
Yeah the character's degradation didn't feel very belivable
its just like "huh he's a little iffy" to "complete psycho" without almost any progression
He was a logic obsessed person who didn't see a point in art, and then out of the blue he does a weird ritual thing.
Yeah its really bizzare
There's a difference between character progression and doing something out of character I guess.
yeah
I might dream up some tweaks to fingerbones story in my spare time because why not
The story has promise but its executed really poorly
If he slowly became more attached to the idea of not micromanaging the shit out of things after years of being around Katie it'd be more interesting.
But yeah um David's definitely improved in ambiguous story telling.
Yeah defintely
Added the Fingerbones crosshair.
Leon and other UE4 game devs would probably despise me for handling it like this but it uses a raycast every tick to see if you're looking at an interactable object.
Well, it uses a Linetrace but Linetraces are just raycasts if you really think about it.
well, that's a pretty standard way to do it
another way is to render all objects as solid colours
then check the colour of the pixel in the center of the screen
(each object would have a unique colour)
that's how you'd do it in a "pixel perfect" manner
Raycasting to objects to check if it should display the crosshair just seems like a fullproof solution, at least for me.
It works for pretty much 99% of cases, is easy to do, and fast
So yeah
it's pretty good
Only downside is with small objects like soap.
Well, when you're holding small objects like soap.
Easy fix, just give them a secondary hitbox that is used for interactivity checks
It's only a problem when you're holding objects I guess so I could probably fix it by just disabling it while you're holding an object.
Or making it always enabled while you're holding an object.
Either way I vow to make this crosshair not as confusing as the actual Fingerbones one.
It's an interesting idea in Fingerbones to have the crosshair only show up when it's over an interactable but the issue is non interactable objects activate the crosshair.
So yeah um this system will hopefully prevent the misleading UI of the original.
Alright, I need some advice, what should I call Fingerbones 2? Give me some name suggestions.
rattle me bones 2: the fingering
How David regained his Virginity
@fallen kayak Behold, Fingerbones 2.
needs more soap
soap
does the soap instantly kill stuff yet
god bless you hatsu
where's the secret level in episode 3 where it's just full of soap
e3ms2?
e3ms69
David should just recreate the entirety of fingerbones as a portion of one of the EP3 levels
albeit without the notes
Wouldn't that just you be walking around the same room at a snails pace for 30 minutes though?
not if you put some demons in there
as a metaphor
a metaphor you shoot in the face with dual shotguns
I'm actually tempted to make Fingerbones 2 about a bandit who finds the Fingerbones house.
And maybe add rats that you can fight with soap.
David's going to hate how this is going to turn out, does he know I'm remaking Fingerbones yet?
/shrug
fingerbones but it's a game this time
Pretty much.
Fingerbones but it is
I'm tempted to just add a chalkboard you can draw on because why not.
Ah, a Duke Nukem Forever inspired version of Fingerbones
Yup.
Throw soap to activate buttons.
thats neato
neat
making a thing for garry's mod
hella comfy feeling
it's all placeholder lighting atm, but I'm definitely gonna use the warm lights
looks a bit like the GTA:VC mall
not intentional, but I've been told a lot of what I make is a mix of 80's and modern shit
for instance
an old thing I worked on (that was remade by a friend into something way better)
though that last one was intentional
Looking good
todays shills https://twitter.com/Akselmo/status/1047552022491348993 and https://twitter.com/Akselmo/status/1047552427145224195
Sometimes bullets are too inefficient. #Ironscale #gamedev
(WIP, HUD is still placeholder) https://t.co/DEevvoZYUV
Always try to embed. Makes mod's lives easier
oh i'll embed them then ๐
SPOILER ALERT: Behold a seemingly boring Blood BATHROOM!
Needs more soap
DANGIT SOAP yes
You can never go wrong with soap
I need to put a Soap joke slmewhere..... Maybe a shower somewhere with soap on floor that an enemy steps on and gibs
That's it. Slow going lately on Blood project. But looking gewd!
Has New Blood bought the Blood license yet? ๐ ๐ ๐
Sell more gamez
BUY DUSK
it's not even a price issue IIRC
SO WE CAN AFFORD BLOOD
it's just that Atari are idiots
come on. we both know that NightDive would have sold their grandmas to buy the Blood license
damn gotta go buy more copies of dusk
it's Atari who doesn't want to sell it
i dont think nightdive have that kind of money
yeah nightdive aint that rich lol
and they will absolutely be willing to sell it if people are paying enough
they are fine financially but they cant go spending serious money on something like blood that, lets be honest, wont sell back the amount they spend
Please please buy @misty sparrow so Nightdive doesn't get it please please
Ok I've got 11 bucks... That's a start lol
Or Randy... Please keep them away
So we got $31. That's a start y'all.
Ok leaving the #general-modding I need some sunlight and get back to work ugh
@unique trellis "the collabedit page got deleted so i hope you have all those ideas on a .txt file
lmao" THEY DID WHAT!!!!!!!!!!!!!!!!!!!!!!!!!!
kurwa
Behold, my note reading system.
It's based on the infamous "I lost my virginity" note.
Classy.
But yeah um the blueprint behind this system is very messy but so far I really like how it turned out.
I'm so sorry David.
Next thing on the to do list is to add line breaks to the system, no idea how I'll do it but I'll figure it out probably.
Got multiline text working now.
Made the text actually readable.
Probably going to give the background shadow a bit of a textured appearance but I'll probably keep the font sans serif.
HAHA, god bless you man
Some of today's progress.
My game can even shill DUSK now.
I'm very tempted to ping David but I won't,
Shit I spelt Szymanski wrong.
Oopsies.
banned
Heh
But yeah um spelling Szymanski and Oshry is always a bit hard for me because I can never remember how the things go.
I came up with some name ideas, Fingerbones: Carpals or Fingerbones: Knuckles or Fingerbones 2: With Knuckles
Toebones
Hopefully I haven't been flooding this channel too much and such.
you're flooding it with quality content, shit's dope, keep going
and i vote fingerbones 2: & knuckles
Chances are Fingerbones 2: Knuckles is going to be out this month in like a prototype phase.
Don't quote me on it but most of the base gameplay stuff is already done.
All I need is a terminal that opens doors and I'll be good to go in the department of making the sequel.
Oh and a flashlight, I forgot about the flashlight.
dude make sure that there's at least SOME mentions of virginities being lost and you're golden
We need to start a gofundme campaign to raise the 11 million dollars to buy that Blood license for a game company
@wraith beacon you can remember how to spell szymanski by knowing that in polish sz and cz are just sh and ch
In polish it wouldโve been spelled with ล instead of n but 
kurwa
@wild wraith there is a Blood Discord where quite a few people are making Blood maps and projects acrually, even people who weren't around when the game came out ... Shows the staying power of the game.
Good website kept semi up to date too...http://blood.freeminded.de
This site is dedicated to all Blood players. Download, upload, rate user maps. Find the map of your dreams or upload your own for the public and join the community.
Ayo it's your boy ZeHatsu back at it again with the previs assets.
thats a nice flashlight
I've got like 65% of the actual interactables of original Fingerbones done.
Now all I need is a terminal and some doors.
o shit thats cool
I'll probably make the doors actual doors rather than a level switch.
No idea what I'll do with the Bunker terminal though.
I was thinking Numpad but IDK.
the fall broke your flashlight
the fall broke your fleshlight
Progress on the Terminal
Got a really buggy cumbersome terminal working.
prolly no ones gonna answer me in this chat bc its not as frequented as general or smth, but does anyone know what trenchbrooms mapformats of "standard" or "valve" does, maybe physics or collision?
tbf collision is a part of physics but lets just roll with it anyway fingerguns
(feel free to @ me)
well trenchbroom and my compiling gui doesnt wanna work together today so yeah
If you wanna get into trenchbroom, I found the tutorials of dumptruck_ds very helpful. He also gets into how to set up the tools step by step, including a very comprehensible compiling gui.
yeah dumptruck tutorials got me going in like 30 minutes with like 0 prior knowledge of trenchbroom or bsp editing
@rustic cradle ive seen pretty much all of dumptrucks trenchbroom vids but when i tried to rewatch the jumpstar it still didnt help, the gui compiles the wrong map
and i dont know how to make it compile the map im working on instead of the one before it
and i dont think dumptruck ever tells you what the map formats do
ok i got compiling to work, but, is it possible to take everything in my map and scale it by 2.66x? so it fits in to dusk?
what i mean is to make everything X times bigger in my map
I don't think so.
I think you have to have everything extra big, unless Dusk SDK will let you scale it without causing issues.
actually I think DUSK uses the same unit of measurement
iirc one of the Admins ported a quake map over
this is my first attempt at red lighting is yes the textures are awful and yes it will most likely be less saturated and harsh later on
@sharp vortex duskdude is 2.66 times a quake entity/player, maybe theres something in trenchbrrom that lets me ctrl + a then change a dial/ stretch everything
Do not select all and stretch
if it's anything like worldcraft and hammer, that'll cause some really shitty issues
yeah prolly leaks n shit
which makes it easier to just go in and manually make things bigger
or remake the map
but i wish i was able to just, make every dimension bigger by a set amount
I mean, if TB has unit measurements, just multiply it and raise it by that much in-game
for each object
it'll be a lot of multiplication though
that would mean i have to select each brush and change the scale doesnt it?
which would take ages
I think that or remaking it is the only way
Unless like I said, perhaps the SDK will scale it when it comes out
or take a chance, select all, measure the width, length, and height, and multiply the number by 2.66 and hope for the best
yeah ill personally be asking a dev is thats in the sdk eventually
but if its not
too late to add it in now
also whats the texture to make a brush invis? i tried trigger but its still visible :/
well clip makes it invisible but its no longer working as a button
anyway thats enough of TB for today thanks dude
Returning to my beaver project and making it a topdown shooter now.
A few bugs in the shaders still but they work pretty okay I guess.
i thought you ungun-ed
is that a beaver with a gun and are you using unity to make that?
It is a beaver with a gun, and no it's UE4.
damn canada got violent real fast
or should i say....dam? 
Yeah there's a Mafia problem in beaver land and this Lumberbeaver is going to stop it.
paydam 2, jeans shop robbing
"get on the ground please! and i'd appreciate if you'd stay quiet"
redoing the levels of chapter 1
Looks pretty.
Nice
#screenshotsaturday
Up way too late for this old mann watching all 4 kids by myself this weekend while the wife camps with friends from church.... so I build evil places hahaha. Going to pay for it in the morning when the 2 year old wakes me up ๐
If you played beta of Bloodlines addon, the ending of the map was bleh. The tunnel was cool, but the transition was bad. I am sorry, 17 year old me just gave up there...
Having played Dusk alot lately this past year, I'm going to close out with a very dark, almost Quake-style lighting, tight Dusk tunnels with weird & sinsiter stuff goings on. It won't be a practical space at all, and definitely some monster closets ๐
Hey guys - is anyone here willing to help a complete newbie with a little DECORATE problem ?
Trying to fake gouraud shading.
Yeah that's the intention.
Trying to make it sorta emulate the jank of the Playstation hardware.
it's got to do with how the light gradient goes across the surface of the mesh
i'm finding it hard to explain in words so here's an image
Phong is interpolated per pixel rather than per vertex.
and also exists in an era where you can fake smooth things with normal maps
Yup.
knockback you mean?
Yeah basically.
How's the camera placement?
Beaver: delete dis
Just a beaver chilling in his room.
Did yet another movement redesign.
Still doesn't feel quite right but it's getting there.
aesthetically, looks pretty good, whats it gonna be called tho?
i hope you name it after a pun
Not sure what I am going to call it, all I know is it's about a beaver fighting mafia beavers.
does anyone know how i can make a light in trenchbroom keep its intensity for a radius then make it drop off super fast instead of the gradual drop off?
like a want there to be a patch of light with the same light level roughly and then beyond a radius it drops off instantly
never mind ive made a workaround
Ludicrous gibs
not good enough, a violently harrowing high pitch scream/squeal isnt played on kill
smh smh
Oh, the muzzleflash didn't show up in the video, guess it was just too short.
I'll add it when I figure out how to make sounds that don't cause the game to stutter.
im still kind of deciding on what my map is gonna be
im considering making it a movement/parkour/bhop map
just bc i made a slide and its fun
weeeeeee!
how do you place water/liquids in TB? do you just make a brush then make its face/texture that of a liquid?
dumptruck ds has a new TB video OWO
There's tags for liquids I believe. You give the brush that tag then you give the faces a liquid texture and a distortion effect
how does tag? sorry im stupid
maybe something in the right click menu or smth>
?
i would look at the DDS video about it but im watching a stream atm, ill get to it later if you dont wanna/cannot help me
I'd have to open up Trenchbroom to see where it is
oh ok ill handle it later cheers
whenever i go to a certain part of my map it looks like i fall through the world but i dont, i just see the void all around me
untill i go back
help please xd
think its a leak
fixing the leak sort of fixed the issue, but only to some degree
anywhere past this point all i see is the void
Oh loving the haze effect I'm playing with here. Dusk has a ton of low light, tight hallways and totally giving the end of this map a whole new feel.. loving it. The rest of map is this huge shootout... Great transition piece.
I've contrasted with the original with the napalm launcher, taken from Pagb666's playthrough.. https://youtu.be/jrpiOaTghsk
Bloodlines TC (although not much of a "Total Conversion" in it's state), created by Necrosoft, was an attempt at a full fledged commercial addon for Blood. I...
i was one of the scrubs that had never played blood before a few months ago and imo its as good or better than the original doom and its nice to see it getting some love via these screenshots
also, if anyone knows how to fix my map issue, feel free to spam @ me until i respond
also, for turning a brush in TB to a func teleport entity, is the teleport location the target of targetname? so i can set the location by giving the target property to another brush/entity???
ok is anyone able to teach me how to teleport the player around in TB?
im stuck >.<
@molten prism very small but passionate community left janking around in Blood. I started 20 years ago, took a long break and end of January this year dived back in because I don't have enough to do?! ๐ I don't know... I just want to make games and this is a way to do it I guess.
There is no source code , no true way to edit enemies, add new stuff, etc. So we build maps and hack the hexcode and do as good a job as we can.
BloodGDX is the way to go on Windows, as close to a modern port as we will ever get. It's pretty good and even allows multiplayer, which I finally got to try a couple months ago, first time in the games 20 year life span.
ive tried like 2 blood "ports" and i did have to put the cmd version files in the bloodgdx ones but i did get bloodgdx t run and i played it a bit but im far too bad to rlly give it a good go
tho if i had time i'd be playing it more since my 2 favourite games are suffering from content droughts
OOF

Dusk'2 e3 hopefully be here by the end of this month or early ish of the next, Warframe's next REAL update is in a month or 2 as well 
Well normally not up at 2am but son kicked me in head, took off his diaper and so had to deal with that.. I need to get back to sleep haha
Looks really good, I like it.
Art
Moving the game over to Unity?
Neat
Must of missed it, but why exactly? Better workflow? Curious is all
BGE is kinda crap in a lot of aspects.
Never used it myself but I haven't heard a lot about it either
It's the game engine built into Blender basically.
Ye
It's good for first timers but it lacks flexibility and is full of issues, Quarantined used to be built off it and some design decisions had to be made because of it.
Mhmm played a few builds
Ignoring the fact it was hindering my ability to create many people were having issues running it, having it preform at a decent framerate, and various other things. That being the ultimate turbing point for me @outer eagle
thought as much just wanted to hear it from you glad you decided to bite the bullet no doubt it will be worthwhile keep up the good work
Using procedurally generated arrays to make my life easier.
Mostly in terms of level design, now I can control the amount of wall blocks based off an interger.
The actual game won't be procedurally generated I'm just making the tools for level design procedurally generated.
Whoa looks great
Everything is subject to change, chances are the beaver will be remodelled for instance.
crispy early 3D games running at a good framerate just looks๐
does anyone know how to make teleporters in trenchbroom?
the ONLY way for it to work in my exp. is to do nothing to the target and targetname of the teleport trigger, but that just teleports to the teleport trigger, looping teleports
i thought teleporting worked like buttons and doors, set a target to target a targetname and the trigger will active the targetname
but with teleporters, all it does is ad the wind sound effect
i am in SUPER desperate need for help and dumptruck_ds isnt helping, plz >.< and thanks
Uh oh.
yeah jesus ze I thought it was supposed to be cute you're getting a bit out of hand
How does the game look with chromatic aberration BTW?
Not sure how to feel about it
Not even sure of the artstyle your game is going for to be honest
its too violent!!!!!!!!!!!!!!!!
I bet it's gonna make my kids do something I wouldn't want them to
also it's supposed to be emulating ps1 graphics a bit
the game is too cute for this bloodshed ;-;
it is
unless beaver is conker, but i do not miss those shooter sections of conker
Honestly I say go all the way with the ludicrous gibs
I wanna know what happened to pengsticle course
On the backburner, still happening but on the backburner.
I can hear the ROTT: YES! now
Actualy have some Max Payne 3 style 3D bullet wounds while you're at it
Have it your way then.
he got oofed
I really like the dithering style shadows
is it evil if i take roughly 80% of the spawn areas floor and turn it in to a door_secret that opens up to expose lava?
also, if anyone has any help of the previous map issue of seeing only the void in some parts of my map, or a way to use teleporters in TB, that'd be lovely jubly
I guess the performance hit of switching from unlit to default lit wasn't that bad.
Now I can do this so the change was a good call IMO.
Only downside now is compiling time is longer but that's a small price to pay at this point.
Now to add light cards.
Overall I give this compromise a 10/10, still using a heavily faked Gouraud system but now I can have light cards and potentially light volumes so I don't care.
All of these effects would definitely be easier in Unity but I like slamming my head against a desk with doing things systems aren't meant to do.
For my next game I'll definitely be using UE4 in a more conventional way.
I definitely agree
My pixelization shader really doesn't like dither though so yeah um.
i'd look into trying to get the pixels to form a uniform size, it's more than likely what's causing the wonky dithering
Yeah, I have yet to find how to make sure screen texture coordinates aspect ratio correct.
Well the demo I've been making is now finally out ๐
https://akselmo.itch.io/ironscale Curious if people here would find it interesting
[/shill]
Countdown timer and a simple pause system have been implemented.
The game's officially a time based arcade thing where the goal is to get as many points as possible.
that looks so cool ๐
Man thats really starting to take shape
Debating on capping it at 60 FPS just in case I make a programming error that hates variable framerates.
UE4's framerate limiter does cause a lot of stutter though so I probably won't.
Does anybody know how to make unity not have a hissy fit when you have more than 8 lights in a scene at once
It's an issues of the rendering model I think.
Ok... well how do I fix it
Not really sure, by hissyfit do you mean it's lagging?
No i mean the lights wont render
Oh, huh.
Its annoying
@viscid sandal go to project settings > quality and up the pixel light count
Thabks
generic neo-late 20th century advertisements (mapped 128x128) for my doom project: Resurrected Nightmare (no the "ha ha yes" is not actually part of that one texture, it just censors the name of a certain non-fictional political group because otherwise it'd be too spicy for NB's rules)
@dusky trench those are all good. Little Easter eggs make stuff specialer
This is a group of signs I made for my museum map for Blood.. there's a horror film exhibit but also some other Easter eggs in the map...
@dusky trench Nice gta san andreas reference
Well it's a double edged sword:
A) GTA Reference
B) Level of Irony before the events of RN's B story
Alright, I need title suggestions for Beaver game.
@wraith beacon what is the basic premise.
It's about a beaver, with a gun who shoots mafia beavers,
The actual gameplay is a time attack thing where you have to get as many points as possible in a minute.
Goodbeavas... Donnie Beavers... A Beaver Tale... The Goodbeavers Part IV... Beava... Beavi...
Beaverface.
Added a score system.
why is the beaver executing penguins, didn't you like penguins
Those aren't penguins, they're just blue beavers.
should make them face their killer before flinging back
so it's more of a euthanasia scenario and the blue beavers are sick?
No, the blue beavers just laid in too much blue dye.
oh, the lazy fucks deserve it then lmao
BeaverTown Wars
angry beavers
Amid Beavers
^
I need to trademark amid
feaver
in the middle of bad
Here is the lighting effect from earlier but captured IN MOTION. Someone used the term "volumetric" lighting but I am from 1981 I don't know that word.
ive finally gone back into unity to fix up some old FPS code, gun movement is now affected by players movement + mouse movement, and ive smoothed out the transitions, including the hard-coded weapon kickback
now all i need to do is add a sliding anim and itll look perfect
mario but with guns
Someone opened a portal to the blue beaver dimension.
Well, I started seriously learning it about a month ago.
oh dear
i tried seriously learning it for about a month
couldnt make something like that
it was all tutorials on how to make levels n stuff
i made a deathmatch map that was p neat but had no clue on how to actually make a game
went off ue4 and rn im tryna learn godot
I'm not very good at sound design.
Seeing them spawn in as if from a betaverse almost makes it seem as if... they came from the age beyond the ages or the space beyond vision or something
The complimentary colour dimension.
Where everything is the opposite on the colour wheel.
thanks to help from NOONE (im jk guys its just banter its ok no one knew how to help me) i FINALLY fixed the issue with my map
well not the issue that im trash and unable to make a good map, but i fixed the seeing the void bug
I'm sure the map's good
i just pressed ctrl + a then press left arrow a few times
no srsly this map is mostly just me learning how to implement things, i still dont know how to use teleporters
the issue with the map was i was using up too much space or being too far left or smth
Is it a doom map?
but srsly how to i make a button or smth teleport me to a set location
its a quake map
quakespasm is free if you wanna play it
its quake but in 16:9
I thought Quake was only for dos
Don't even know what that dosbox people are talking about is
No but seriously I think I got to make a monster "spawner" working once so I think I can help you
but yeah quakespasm is like a free version of quake1, in 16:9, full game
Yes I know what quakespasm is lol
do you know how to make a trigger teleport, teleport me to a set location? and is it like doors where you have a target and targetname?
Yeah it's a thing about targets and targetnames
If you're a mapper, please make the map JoeQuake compatible too :(
What's JoeQuake?
A source port with a bunch of graphical enhancements
and better demos I think
just off the top of my head
Does it have mega 4K raytraced normalmapped Xtra spicy textures?
if a map doesn't utilize megatextures I'm not interested in it
Now to add vertical auto aim to the jumping just so it feels better.
This is probably the easiest mechanic for me to prototype BTW.
Moody grindhousy dark computer monitor mmmm
Looks sick.
It just needs more killer beavers
I'm running out of ideas of what to do next.
thats gamedev for you
try sittin down and writing up a list of all the things you think would be appropriate if you were to build a full game, coming up with a good design document is always good for keeping track of what kind of things you can work on after finishing another step in the game
im takin a break from my fps, gonna try to make somekind of dungeon crawling game
been planning it a while now
Don't engage in copyright infringement though, still try and make those ideas in to their own thing.
It is, just not at launch.
Ok
yeah the SDK is called dawn
zombie is working on it
will have quake 1 map tool support
trench broom specifically but j.a.c.k will probaly also work well with it 99% of the time
I have yet to actually model a Jetpack but I can do particle effects.
Right now it's just super powerful farts.
Beans powerup confirmed
someone mentioned JoeQuake before
which i assume is a quake port like quakespasm or mark v or whatever
is it free?
i wanna test it out
i like ports of oldgames, like doom and blood ports but tbh i only LIKE one blood port nd i dont think its zblood even tho i use some variation of zdoom
(yes ik there is no TRUE blood port)
Ye, bloodgdx is quite nice
Although I tend to play the original in DosBox more cuz of the shadowmaps
Monster Energy Ultra Can pickup sprite for Doom
Oof
Dashing.
Nice
i want to play that so badly
Added a pixel shader that doesn't break dither as badly yay.
Also has aspect ratio correction I guess.
Dash kills also give double points now.
what's the point of having a jump move bullet time when you can't aim down
I mean they're both cool
Personally I'd go for the first one because the sky in general is my asthetic
it's Garry's Mod lmao
glorious dance
is this twr
looks pretty good tbh, works real well with the style
๐ซ
trying new things...
your mom has too many shotguns
Working on vertical auto aim.
too many spinning bois
this is very nice to see ze
idk if you planned this or did it based off of my suggestion but I'm just going to pretend it's the latter
MAX PENGUIN
The gameplay looks like a hybrid of Endless Mode, Max Payne 3, and Hotline Miami
Ever notice how literally every other video of this appears to be filmed with a Connectix QuickCam circa 1994? Yeah, let's not use those anymore, so here's a...
I am thinking about, since I really want to make a real game and not just mod Blood, doing a text adventure like Zork.. maybe some low budget pixel graphics... It'd be a horror game, probably a play on a classic story blended with some Stranger Things ...(Halloween, Phantasm, Evil Dead)... Just to make something within my scope as a person with finite time.
Any suggestions?
I don't know... Maybe I'm aiming wrong.
Slenderman and the adventures in H E C C
Like I need to do this. I need to learn some game engine or learn to really code and make something. I need to step out of the modders basement and make a gamez
Like an open world crafting roguelite
Hahahahaha
honestly I've also been thinking about making something like Zork, text adventures with rich stories and well interactive environments have always been fascinating to me and if you are a good writer it'll definitely lend to the quality of your game
With today's resources it's never been easier to pick up game engines like Unity or UE4 or Gamemaker, if you can mod games I think picking up an engine should come pretty naturally
Speaking of modding.. this is such a sweet picture... He used graph paper to doodle these ideas. So cool.
Anyway... Yeah @desert notch ... I just need to really start learning Unity I think.
A smaller scoped game though I'd want to do gamemaker
I think either of them are perfectly capable of doing small to big scope projects, and would probably be more beneficial to the learning process to stick with one than to bounce around based on scope size
@desert notch unity it is... Maybe ๐
I'll throw in a personal recommendation for Unity because it's been a blast to use for the past few years and I literally can't stop using it haha
Cool. I'll poke around awhile with it.
You COULD use the gzdoom engine.
And yes, GZDoom is officially it's own engine, seperate from the Doom engine, but similar to it.
iirc
Changed the autoaim a bit so it isn't as buggy.
Only aims down when you're in the air for instance.
Still got a lot of kinks to work out but I'm liking it so far.
can you not just allow vertical aim
I kinda just like it like this but maybe I'll change it to that, who knows.
Mind if I just add a lil bit of weapon bloom.
Just kinda felt that it looked a bit boring without it.
Should probably stop going to the Vlambeer school of gamefeel but I do like their methods.
neat stuff, keep it up
Thanks Leon.
aaaaaaaaaaannnndddd were live
thats weird dont remember implementing this https://puu.sh/BNq1w.gif
Repost this in #dusk-duskworld-dungeonsofdusk when the release date gets announced
never gonna see this one again
Because the release date announcement is so close it's gonna be considered spam? 
And get deleted?
no because dusk is canceled
ALL HAIL BIG JOHN
Get all this #dusk-duskworld-dungeonsofdusk outta the #general-modding it's crowded enough down here keep Dusk Dev's amazing sprites and models outta here
Spooky.
Kill the intruder
when I finna release this thing It'll have everything scripted
just DE1M1
a whole GZDoom demake of DUSK would take longer than the whole development of DUSK lol
mostly because GZdoom isn't exactly designed to have proper 3d design, just pseudo-3d/2.5d
Hope you have the trash from one of the recent screens

aite that's it for now lol
is anyone here an expert in TB?
@golden bloom is
dumptruck ds isnt everything and sometimes is easier to ask here
i hope muk knows how to use teleportation in TB/quake
ill catch up to him soon if possible
cheers
does anyone know why trigger brushes in TB are solid black?
i just wanted to make a monster spawn when i walk thru a trigger brush (but yeah only once, theres an option for that somewhere)
my trigger_teleport, teleports to itself instead of its target and how do i make doors require a key? i assume its just a property of entities i can find
how could i be so BLIND?!
i was doing teleporters half right, but i didnt know i needed another seperate entity, called info_teleport_destiation, i thought i could just plug in co ords somewhere or target any old brush
this changes EVERYTHING!
all i need now is to learn how to make keys in to a requirement for certain things to happen, maybe spawnflags?
maybe not spawnflags actually
@dusky trench ok, looking sweet
thanks man, I appreciate that