#general-modding
1 messages Β· Page 47 of 1
Welcome to the bathroom
episode 3 of dusk should kick off starting in a bathroom
I wish I had a physical copy of dusk so I could flush it down the toilet
I just had a huge idea actually for a bathroom map.. I've already got a Dusk secret level WIP but this would be amazing.
Basically, Silent Hill 4 but lavatory-centric π
It's pretty sweet
Death Wish the best Blood mod has a sweet SH4 map...
The other idea which I lean more towards is... Start in the bathroom and the world crumbles around you on timers and doors and such opening, breaking away, etc..
And it ends like the bathroom scene in Jurassic Park
It's not a ZeHatsu game if it doesn't have characters turning into halftones.
first person mode when? lmao
implemented quake lean, not sure if the effect is too subtle or not subtle enough https://puu.sh/C2Jus.mp4
@wraith beacon looking groovy
The quake lean is lookin good.
Thanks, it's starting to feel good to move around, thinking about bhop physics of some sort next
I am working on things other than toilets and urinal cakes but I guess I'm on a bathroom kick last week of mapping
@desert notch Yo, what you're working on looks sweet. Wish I was a better programmer/more adapt at learning programming. I can do some pretty basic stuff but I feel like my project is going to be a learning one more than anything.
hey man thanks
and yeah a good bit of first projects are for learning more than anything, the more little projects you work on and learn more implementations and slowly it just all starts comin together into general knowledge that just lets you set a path and then start working towards it
ooo
Looks neat.
Thanks
@patent spade hey you still doing that Phantasm mod for Doom? Just wondering
yes, currently we need some mappers or sum stuff but were just working on getting stuff toghether rn
Cool
Do you have a forum thread or anything for it
It I asked that before I'm sorry I'm old and forgetful
we're using a discord currently that we're prolly gonna repurpose as a forum
its been talked about a lot
ill talk more about it with the bois

I know nothing about l33t doom modding. In my mind, equipping the lost souls with a chainsaw style attack and changing graphics would get you the spheres
If it was an eduke32 mod, I'd say the same with the exploding drones... Just make them less 'sploding
epic
@olive dove liking that a lot, looks really good man
Thanks π
Lookin' good. Switch engines yet?
Its an ongoing process level 1 is in and level 2 is in the works
Still have to use blender to make the levels though
Added a lil squish anim for the player.
Asterisk-pose
@keen bear wait....
Are those feet or boots.
....he lost his toes
Or as a genetically modified creature it didn't come with any
this is just a test trenchbroom configuration for when we DO support mapping properly
Why would he walk around barefeet?
He's from the country
i mean my assumption is he WAS a farmer, who usually have boots to avoid stepping in cow shit etc
As a resident of rural US this is standard
lmao
im gonna make an HD pack
and it adds modelled toes to the leatherneck
8k poly per toe
My wife and I lived in the Ozarks for several years... Branson MO for several years specifically... familiar with it?
definitely familiar with the ozarks
road tripped through that region once
very beautiful
Branson is awesome... But not to live there
Southwest Missouri, Arkansas, etc... Beautiful places.
We live in Kansas City now... Go Chiefs
Branson's a pretty cool place, tagged along on some relatives' vacation there once a long ways back
At least it had more going on than Kansas
i was a chiefs fan as a kid
in elementary school i had a chiefs backpack that i was so proud of
dunno how that even happened, i was born, raised, and have lived in New England my whole life
@keen bear ha that's funny. I had a Drew Bledsoe jersey and NE pullover jacket as a kid... Small world.
Ok back to work modders basement π
looking up examples of bhop implementation and found a 500 pts in the comment section haha https://puu.sh/C5ASK.png
still struggling to wrap my head around real bhop implementation
there was a write-up somewhere that explained the math behind it
http://flafla2.github.io/2015/02/14/bunnyhop.html i think this was it
Isn't it because there's two vectors?
yeah i had also read that aswell, i understand it but implementing it all nice and smoothly will be another thing
Velocitiy and the direction the player wants to go in?
also gotta decide about going for q1/source style or doing something like how it works in quake live, which i almost prefer some times
I'd say try and make it a bit more accessible than traditional strafe jumping, some people don't really handle rapid button presses that will.
Not saying dumb the game down just saying that it's good to keep accessibility in mind.
Especially when it's an integral mechanic.
So, i just wanted to do some experiments with scripts...
i dont know if i'd call bhop an integral mechanic, it's more like an accessory to movement to me
Eh I guess.
Selling some unity shaders. Anyone interested in retro artstyles?
gameboy camera filter
The actual shader I made is WAY more versatile than a generic gameboy filter, but I was like "why not" and did the overdone gameboy effect.
Here's the options. I plan on adding more in the future.
Like a distortion effect
this is very good news
fingerbones 2 basement
basement simulator
UE4
Whatever it is, I'm into it.
@prisma basalt atm basically
this morning I literally woke up and went into the garage and got one of the nasty buckets we keep out there and brought it in to take pics for textures. Wife was like "umm... what are you doing"
THIS IS GAMEDEV WOMAN YOU WOULDN'T UNDERSTAND
heh
also with many high res duct tape assets available on the Unity store, I instead decide to hack together my own because that's who I am, and come up with the jankiest texture I've maybe ever made
add a can of flex seal to complete the scene
lol
pick it up and throw it at enemies for LOTS OF DAMAGE
was also experimenting with grass just for fun. Took a picture of some grass on a nearby trail (before there was snow on the ground) and ended up with this.
oh also ferns
Darnit now David is making a fingerbones remake.
which turned out REALLY nice
Shit I got you two confused again, sorry David.
I said Dave instead of David.
Oh.
actually because of my username everywhere I also respond to Jeff lol
lol
lol perfect
dude this is looking pretty good. I've never tried taking pictures of things for textures but it seems to have created a pretty cool visual style there
π ±eff
Taking pictures for textures only really works these days for the albedo.
@limber bramble thanks! Yeah it's fun.
Definitely a useful method for imitating older texturing styles but it does look a bit flat at times.
@wraith beacon usually you start with a flat image then get the other stuff from there. Which I could do (also if I used proper lighting while capturing) but that's also very time intensive to make the normal/specular/etc etc etc maps, and I don't gaf about photorealism anyway
Getting decent results for it can be pretty labour intensive especially if you want it to be photorealistic.
But for albedo only it generally works okay.
I think the flatness kind of works to the advantage of the "style" tbh. it does remind me of older games but in a good way
I've been kind of sliding into a mid 2000s look with this altthough I don't really plan on sticking to anything era authentic. Just sort of making assets and having fun, and if all that comes out of it are some assets I can repurpose for other games, cool
What if you messed with some per vertex lighting π€
tbh I don't think aiming for current visual fidelity is at all practical unless a) you want to spend years and years on a project, b) you're making use of the asset store, or c) you have a team
none of which are things I want to do atm
Lately I've been messing around a lot with using a simple directinonal lambert shader with a LUT applied to make it look cartoony.
The Duct tape Game, By the Legendary David Syzmanski and Published by NB Interactive.
the new great of simulation games coming SOONβ’ 2014
Would be nice if UE4 made it easy to add your own lighting models and shaders like Unity does but right now you need to build your own version of the engine to add that sorta thing.
naw it's not really "starting on the next game..." well it might be. I dunno. I'm just in that "mess around and see what results" brainstorming phase
I know, I was just screwing around lol
it HAS resulted in me mini ranting to people about how much shadow maps in Unity suck so that's something :P
sadly there's no good shadow volume plugin for Unity and I'm certainly not going to spend my time writing one atm
I just wish point lights cast less wonky shadows
although I guess point light shadows have never really been the way you're supposed to go
Making shadow volumes that work well also requires you to pay royalties to a programmer/company so that's another reason not to use them.
GZDoom is supposed to be getting shadow generators like Quake, and Half-Life eventually.
You know Carmack's Reverse? That's patented, not by Carmack but by some other person who discovered the trick two years earlier.
Carmack had to pay royalties just to use it.
And Carmack's reverse is basically required if you want shadowvolumes to run well.
That's what we call a lightmap.
Coming eventually to GZDoom β’
Still used to this day.
IIRC isn't Dusk's lighting mostly baked in?
like a good little late 1990s vidya lol
@wraith beacon oh yeah that's true
@dusky trench yeah it's almost entirely baked
other than stuff like the flashlight and fireballs
basically any proper light tied to an entity
A lot of Triple A games still rely heavily on lightmaps as well for static lighting.
Some suit lightmapping better than others though.
it's a neat way to reduce load on systems for sure
GZDoom gets murdered by Dynamic Lights in large maps, especially with shadow maps on.
almost all of AE is baked lighting too
If there's any complicated environment destruction or day night cycles it's generally better just to use dynamic lighting and maybe Deferred or Clustered Forward rendering.
I wouldn't be surprised if GZDoom used a forward renderer, hence it not really liking dynamic lights.
though thankfully the GZ and QZ Doom teams managed to be able to reduce loads in the latest public test builds, to the point where event Nuts.wad can achieve good fps after 20 seconds of killing 1000 monsters
Forward rendering more like, no, use Clustered Forward or Deferred instead.
Runs better and can also have large amounts of dynamic lights without any major side effects.
QZDoom's newest build renders zscript in CPU code now
using an assembly compiler
which basically means that future builds of GZDoom won't run as ass as much
I'm thinking about making a game about a shibe, maybe a shibe in a tank.
Not sure what the shibe would shoot at though.
Maybe a shibe in a tank shooting sausage demons?
Yeah sure fuck it Shibe in a tank shooting at mutant hotdogs.
High tech.
Considering it's one of the first complex not hilariously low poly things I've modeled, and the texture is throw together from cell phone pictures, I'd say this hammer turned out pretty good
I like it a lot
break ur fingerbones
can't believe we're already getting dusk 2
You gonna make hands for that viewmodel?
@olive dove very likely yes, if the hammer is a weapon. Right now it's just an asset and I felt like attaching it to the camera just to see what it would look like as a weapon.
Awesome.
Not sure if I mentioned it here but I made some retro shaders for Unity and I'm selling them for $3. Any features or specific shaders that you guys would like to see?
π
I have a rather dumb question: How would I get dynamic lights on static lightmaps? My thought was to do it though the lightmapped shader. Have it "illuminate" the static lightmap through some sort of trickery.
Like add the lightcolor to the lightmap
Or something like that
Melee weapons in FPS...
What is the best ones to you?
I love the Jedi Knight implementation of the lightsaber... How you can swing at different parts, etc.
Or just a brutal weapon like the chainsaw in DooM.
I do enjoy a good melee weapon in an FPS.
Shadow Warrior is a solid example
<- this one is fun to use too
sw13 best melee weaponry in an fps
Yeah the axs I AE is good... I felt like the sword in original SW had too short of a reach... Like I loved the animation, slicing in half... But the pace change was jarring also in a game full of one shot killers and hitscanners
This is relevant talk to the basement as I'm thinking about weapons for a project π
@topaz breach i thought it felt meh tbh
Though tbf it was better than the shooting
WHAT'S THAT SUPPOSED TO MEAN
Is bad
Ah okay, how're you liking RAGE?
Idk
Ive been fixing the framerate and fov
So just started
Currently running at a sweet 150 with fov of 120
Just met john goodman

@wraith beacon so far its ok
BUCKET
relationship fuggin ENDED with Unity's default shadows
now Next Gen Soft Shadows is my new best friend
for reference this is Unity's bullshit
https://assetstore.unity.com/packages/vfx/shaders/next-gen-soft-shadows-79454 $15 for shadows that actually work
You know what this means
Time to delay Dusk and remaster all the shadows
Actually no
I'd still prefer shadow volumes but whatever, this is the next best thing.
Release the "Ultimate Shadows" dlc
@untold niche naw all Dusk's stuff is baked. That's a SEPARATE "Unity has awful lighting" problem
it turns out their realtime stuff is garbage also
yes because it sucks
Can't do a basic thing that's been industry standard for more than a decade now
An engine is only as good as it's user :)))))))))
actually 100% true
Well why not have the realtime shadows dlc for dusk, only 15$, that's the price on the asset store, that's fair right?
if I were a super dev I would just do my own shadowing solution
but alas I am not a super dev
I am a macaroni artist
@untold niche lol
That's okay. I was watching a vid on UU and half the devs were macaroni artists
You don't need to MacGyver your own shadows to be a super dev
@misty sparrow Ascendant or og?
oh yeah oldschool LGS was a circus
and it never stopped being a circus right up to them closing their doors due to lack of money
after making some of the best games ever released and all of them selling poorly :P
Been replaying UU. Amazed at how it does much more than doom or wolf despite being released first
right?
It was slower but wow, it has some complex stuff considering it was PRE WOLF 3d
slops and angled walls and the like
*slopes
UU is still a really great little game, if a bit clunky
lots of very unique ideas
Actual bridges
yeah i find unity shadows to be particularly infuriating too
its like you either choose between light seams between models or this fine banding on everything
@jef2equeso#8378 but you are the greatest macaroni artist
Aww thanks π
Thats a cool looking scene :D
@viscid sandal I like what you're doing
Wew
This is im still making the levels in blender
But we're porting then over to unity when im done constructing them

@unique trellis level 1 and 2 are in unity
Elephant
#gamedev #indiedev #retro #fps #pixelart Hey everyone! We've reached over 50 people in our discord community! Thanks to all whom have joined and supported my work! And for all those who haven't joined your more than welcome to do so here:https://t.co/Tw9UKXu7I5
wth is that picture
cat humping ivory tower
@unique trellis The dweeb shall never die
Any suggestions on a good resource for finding really mundane but really important sprites for decorations, like coats, shirts, pants, road signs, newspapers, magazines, etc....
You know the EXCITING stuff. The Spriters Resource is pretty large so I'm perusing it, but didn't know if anyone had another place they went for sprites?
Textures.com sometimes has things like that if you do some cropping
π π π
Be still my heart.... so many glorious textures to pixelate and play with... @pine carbon I had no idea this existed.
yeah it's pretty darn useful. Especially if you have some texture editing chops so you aren't reliant on finding stuff that's seamless or made to tile etc
yeah i can also throw in a vouch for textures.com
anything ive ever done in 3d has been textured by that website haha
Coolness. I'm at work but will explore it later. I love that there's 144 under the air conditioner category.. old 80s computer tech.. so much
Yeah it's a good resource for stuff.
https://www.youtube.com/watch?v=xR_mFxl0bnM Blender's finally done it, absolute madmen they're using Left click to select like normal people now.
Support Blender Development https://fund.blender.org/ Download experimental builds at https://builder.blender.org/download Learn more about Blender 2.8 on ht...
I'm definitely going to need to get a lot of practice with Blender 2.8
wtf???
time to completely re-learn blender now rip
You were already kinda going to have to relearn everything seeing as 2.8 is very much a rewrite of a lot of things.
i cant wait for that eevee viewport thing where it renders in real time, thats gonna help
Im not updating
2.8 looks cool and all, but im probably going to just stick with my trust 2.79
Your old stuff will still work but I'd say upgrade.
Not for me
You can also always you know, have both 2.69 and 2.8
Well yeah sure it's always had an option but the implementation of that option was a bit of a hack.
Just working on a good ol' crime scene murder death party joy This map was in the beta release of Bloodlines, really getting into triggers and commands and helping Caleb relive the nightmares that took place in this plantation house...
I have a text string that will run same time you pick up the delirium shroom which will delete that and make it just seem like you're woozy... part of this map's narrative...
Thats pretty darn neat! Awesome work!
Noice
Original from the beta 2003 is here, love Pagb666 and his playthroughs! --> https://youtu.be/C3wh1_D7c5I
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...
"Now partially compatible with qcde's mappack and multiplayer =P"
Still work in progress.
Ammo being on left is a bit weird but its pretty cool.
Looking good
Looking neat.
Glad you're enjoying yourself David.
Well, I hope you're enjoying yourself.
yup wouldn't be doing it otherwise :)
Only gripe is it doesn't look enough like pasta.
David tryna capitalize on lost in vivo
@pine carbon so I notice the attention to detail... The split where the wood attaches to the end. Good stuff.
I've never understood why Caleb's steering weapon wasn't this in Blood...check was buried after all, not on the cornfields of Dusk...
when david finished dusk he went onto making shovels for a living
he is making a first person shovel knight sequel
Wonder if this is related to the melee combat game idea I've seen floated around π€ π€ π€ π€ π€ π€ π€ π€
Not-so-quick small idle animation, somewhat i am getting the hang of animation, just need to figure out how to use the f curves to smooth out the anims
You animating straight ahead or pose to pose?
I'm sort of doing both, I set up some poses, then added keycrames between them
Ah okay.
I'm really starting to hate unity. Their plugin that's used to publish assets to the asset store won't work
Also. @gusty cypress , that looks really good. Reminds me of Reflex Arena a bit
He walks
HE LIVES!
Mmmm vertex colours.
Made it so the camera can snap to 90 degree intervals.
Diminished lighting, eh sure fuck it.
Is that that cut Quake enemy?
No, it's a spaghetti sauce monster.
Mac N' Man & The Tomatanator
pet it
New Idle inspection animation and new arm model, i should probably use something else other than VLC to convert these vids, i always get a problem with conversions
You can now see pasta man through walls
Going to basically just make this game a frying pan throwing simulator.
lol neat
Ai and programming in general isn't my fortay.
just follow the tutorials
Don't worry I am, just still having a hard time figuring some things out.
Ultra jank pickup and throwing mechanics
beautiful
im making a doom map π
pretty sure you just yoinked that from maps of choas
i might post the semi-final map here for some wonderful soul crushing criticism
also jab how did you fucking know
wait what
i uh, i was inspired by maps of chaos for that helipad
you're right
im 100% serious
Pixels
glorious
I admit I'm not happy with a lot of these parts but I want to get this game done.
Don't expect it to be good per say but it'll be a thing.
what happened to the beaver game
Made some modules for level design, think they work pretty well so far.
Oops forgot to include the post processing.
Noice.
Had to rework the muzzleflashes code, and merge it into the weapons sprites.
(Previous code with separate muzzleflashes worked well on gzdoom, but messed it up on zandronum)
So, now the mod is compatible with both gzdoom and zandronum.
https://streamable.com/qicpc
God damn, I've undoubtedly said this before but i'll say it again- I love the "pre-rendered ish" feel of those sprite rips
...well i guess they technically ARE pre-rendered
SEMANTICS, THO. Those are goooood
I think I might just scrap the SMB2 style of picking up objects focused combat and just give Mac a shotgun.
That's his name for now, Mac the chef.
So because I love the idea of adding options no one will ever use you can set the fov to as low as 50 and as high as 179, was gonna make it 200 but the engine won't let us.
I think if it were to reach 200 the rendering would really start to break.
no then god would just come down and smack me
possibly
but it wont let us do 180
either way though no one will use these options, except to torture themselves
you`d need to do something like blinky quake for higher FOVs
Which I think changes the renderer?
idk
Like I said though either one of these options is pushing it, I just hate when devs really limit the fov to something stupid so instead I'm pushing it to something no one will even use because hey, its an option, and people should be allowed to torture themselves as the please.
Fresh textures and materials.
Nice
Glock 50 equip & fire animation, this one's a bit rough
Using a bit of a hack to get consistent floor UVs.
Probably not that big of a hack since it just gets the world position on the X and Y axis and uses those as the UVs but it does require me to use a different material just for flaws.
Eh at least I don't have to worry about things like school.
Time to look into giving Mac the Chef a shotgun.
Heh, School's over for me until February.
school's over for me until the next life
Really happy with my environment material system.
Goty
Rad
December 15th =P
https://www.youtube.com/watch?v=H89AuV2Y7M0
Coming soon on december... After 5 years of hiatus, the ultimate update of quake 4 weapons rip is here. Now that the mod is pretty much completed, it feature...
Good stuff, playing Heretic maps with this appeals to me a lot for some reason
Thanks to @brazen copper for the sounds.
haha, that turned out better than I thought
Oh that sounds great
Seeing it with the animations is giving me a different idea for the reload now.
Since the shotgun really doesn't have a pump on it
The assets right now are placeholder and such, but I do intend on it being a semi auto shotty.
Hey that looks good
Ah, alright
I love the character model lol
Well, technically it's full auto because the shooting is hold down the fire button to shoot.
I tend to like it when games do semi auto in the same manner as full auto.
Mostly because accessibility I guess.
Thanks been working hard on it.
yeah jacks fun
ive made some experimental half life 1 stuff
but havent gotten to the whole make level yet stage
looking good hatsu, make some hit VFX for the projectiles and stuff exploding
it will make it feel a lot nicer
Don't worry was planning to.
my plan is to somehow texture and export a cut Quake enemy and get it working in a quake map.
which is going to be learning how to properly compile a model into a PAK and hopefullly have it read as an enity in JACK
i would love if i could get the texture animated the same way Quake treats it's water and Sky textures, but i still need to figure out how to flag it or even if that's a capibility
Doesn't Quake do that through some sort of UV distortion?
most likely it does
RN's 25th Anniversary Demo is now out, so enjoy it or something I guess
Resurrected Nightmare Introduction: A recreations of sorts of the original Doom Episode Trilogy, with inspirations from Half-Life, Silent Hill 1, DUSK, Console Dooms (PSX, and D64), Alien franchise, Dead Space, Dantes Inferno (the Book, and minor inspiration from the game), t...
welp, moved over to trenchbroom
a LOT more documentation there
messed around with trying to get some new enemy stuff happening, but getting that going is going to require some messing around with QC files.
right now, the MDL i port show in Trenchbroom and dissipear in game.
may just focus on making a pretty map and putting together a custom texture WAD
maybe one of you who had some experience implimenting custom quake models could help me sometime
Making an atmospheric map to take a break from Bloodlines for a moment... inspired by Dusk, its going to be a factory or something twisted we'll see π
This will be vanilla Blood
Very cool!
@unique trellis You excited for the fact that Nightdive was confirmed to be making a proper remaster of Blood? Even though it's basically a polished port with better audio and modern conveniences, of course.
I'm curious as to if they'll accommodate modders in some way
π π©
Only the greatest song in the history of the entire world. This music gets you so pumped to deliver some PIZZAS.
Shoulda used this
No idea if Funiculi Funicula is actually public domain but I do kinda want to use it.
Iβm sure it is but it wouldnβt hurt to check
Yeah I will have to check.
Hopefully the use in my game wouldn't be seen as offensive either.
well it was written in 1880 so that's well past 100 years
should be fine
anything before 1923 is supposed to be in public domain iirc
especially if you get @brazen copper to do an epic remix
Don't ping the Synteks.
I do as I please
New blood intern gets nuked 1923 colourised.
π₯
get synteks to do a vapourwave remix π

Bad ai.
Enjoy me being a spaghetti sauce monster.
baaaaaaaaaah
@near mortar with the Night Dive project.... From strictly a modding s perspective, if what Kaiser says is right people with more time on their hands will be able to do some neat things... Add new enemies and weapons alongside current ones... Can add ambient lighting and other modern effects and things to supplement modding...
But I'm just dust in the wind. My time is almost up making maps and dreaming game ideas .. if I cant get more time in the week to get in a rhythm I may need to just stop unfortunately.
you gotta make em have super squelchy noises ze
Not a ZeHatsu game without ludicrous amounts of chromatic aberation.
A controller is definitely going to be heavily recommended for this game.
It'll still be playable on a keyboard but I definitely don't recommend it due to the whole, 8 direction movement thing it kinda has going on with the keyboard.
So one thing that has been brought to my attention... well not recently but... it has been brought to my attention is that Quarantined: Viscerafest is a terribly long and cumbersome name. I've been neglecting to change it out of fear it may confuse some people but the more and more people point it out the more and more it does urk me. So basically I just decided I'll let everyone else decide what to do about it. I'll be posting this on a few servers and just vote on the strawpoll what you think the name should be. https://www.strawpoll.me/17029187
Ok @viscid sandal real talk right?
yes
I know what the word Quarantined means... I don't know the other word.
Like if your passionate about them together... And it cuts your artistic vision... Make it work
why quarantined viscerafest or why viscera fest
Yeah QV
Why Quarantined:VF
Vf is a slick combo
I just don't know how to say it
Haha
The game was originally called quarantined because of the plot, before it got changed to quarantined viscerafest to make it more unique, however the games plot changed and the only reason I've kept qv is because I don't want to confuse people.
I would like to change it to just viscerafest but if I was going to do something as big as change the name I want everyone else to weigh in on it
π
I think one title makes more sense.
So Viscerafest is my vote, since that's the one you are more passionate about. Quarantined by itself is kind of bland like DooM π
@viscid sandal alright just cancel it it's getting too philosophical

testing myself by recreating the N64 exclusive Quake map
lel
@barren mantle π
Sounds fun.
basiclly just trying to eye it using the pick ups as realitive units of measurement
Neat
working from the bottom of the map up
after this, im going to see how i can do the same to some of the saturn maps, which is going to be even more work considering they seem to use a lot of new textures
maybe i can figure out how to rip the texture data out if there is any decent hex tools out there
Don't think I've seen any Saturn map ports
they're actually pretty good
Can imagine
i'm surprised no one has attempted it
Lobotomy are some talented blokes
I know there is a mod for MarkV that adds the Saturn versions coloured lights
Oh my mistake
Camera enhancements.
Bring back the voice acted music!
ze voice samples only
I will absolutely do that
Mmmm, I sure do love doing VFX work over actually doing game design.
Enemies that actually do shit soon, I promise.
But the sauce trails are more important.
Then doors, or maybe doors first IDK.
@wraith beacon BAH! and the humming/singing is glorious
@viscid sandal TBH I don't like either Quarantined or Viscerafest, Quarantined seems like a word entirely unrelated to the game demo I played a couple months ago and the "fest" in Viscera feels unnecessary
Has a game been named "Viscera" yet, why not that
Yeah thats why im asking if people want to drop quarantined, the plots changed since that was the title and it no longer fits. To me calling a game viscera is luke calling a game guns, i dont really feel the need to explain why thats stupid. @pulsar gust
Either way I'm pretty set on viscerafest staying there either way so.

Seriously though, making it shorter would be ideal I feel
Same
And based on the vote so far im assuning that will be the case. But won't be final til work is out
Ooook
Like I said either way viscerafest is staying
Its just the quarantined i wanted to know if people wanted to see dropped
Eh I'd be okay with viscerafest
Vi-sir-ruh-fest

@viscid sandal Basically half of 90s FPSes had short punchy names like that
Blood's name isn't dumb because there's blood in it, for instance
Idk for me just calling the game viscera sounds kinda dumb. There are words that works for and others that doesn't and to me thats one.
It's your game in the end, but if someone invites critique I give it :p
Just something different
In regards to the title either way i dont want to completely change it @pulsar gust just cut it down a bit.
Just call it DUSK 2 and rake in the thousands!
I can't believe @wraith beacon literally stole the chomper sound effect for his enemies
SSAO in Urho3D (didn't make the shader, someone else did. I'm just using it)
still at it
the layout and flow of the orginal map is there, though maybe the proportions are a little larger which maybe a thing that either gets fixed later or needed to happen at the beginning.
also for some reason trigger_push in trenchbroom does not have a value for vertical pushing, so i had to make do with two horizontal pushes linked by a silent teleport
Rainbow diminished lighting, caution may trigger photosensitive epilepsy.
Trippy
This is probably the dumbest thing I've ever done.
has been decided https://gamejolt.com/games/Viscerafest/210823
mmmmmmmmmmmmmmm
All of the basic geometry is done. from here it's mostly matching up the texture/Light work with the copy of Quake 64 i have running, pretty up the brushes and fiddle with the lighting.
also i figured out that vertical airshafts is streaight up just setting the angle value to -1 instead of adding a mangle parameter cause im a idiot that trys to overcomplicate things
Looking good.
tried messing around with the FGD and QC files to see if i could get an custom enemy working, no luck yet
i'm fousing more on level art/texture work anyways. things like enemy/weapon implementation are going to have to be it's own project
depending on if the textures i rip from the saturn version are sized right and at a decent enough resolution, i may have to learn how to uprez texture assets and make a custom graphics WAD
I've said this before and I'll say it again, I'd love to see what a game would look like if it tried to emulate your inking style.
Would definitely be a hard style to pull off but I can imagine it'd work if the shading was drawn into the textures I guess.
my design style maybe, but trying to emulated my inking in a 3 dimensional style, probably impossible. 2d pixelized sprites, maybe. rasterized sprites, for sure.
I'm sure it could sorta work in a low poly low res texture way maybe.
Probably would be near impossible to get it looking right with dynamic lighting because of all the drybrushing you do.
Even though you use pens instead of brushes
lol i barely drybrush now. it's mostly toothbush ink spatter.
Ah okay.
they experimented with directly emulating yoji shinkawa's brush inking in this early mgs2 model
Okay yeah that looks a bit weird.
works on paper beautifully, but as a textured model, nah
Yeah it definitely is a style that doesn't translate to 3D well.
Or at least low poly 3d
it's always better just to translate the artist's design ethic rather then directly try to replicate their art style
Yeah that's a very good point.
I generally don't like line art on 3D things for instance because it tends to look a bit, synthetic.
Yeah
Closest I've gotten to liking it would've probably been Guilty Gear XRD but even then that still looks really odd sometimes.
i mean something like killer 7 works because the shader and model work are so intwined
Killer 7 works because it doesn't have lines.
I really like banded lighting on things but I really don't like line art on 3D stuff.
Unless it's like a silhouette line.
Silhouette lines work fine I guess.
because lines dont really exist in 3d space in the real world, the closest you have to lines is occuslion.
lines are just a 2 dimensional abstraction of how shadows collect when two surfaces meet.
Lines are generally used for all sorts of things like readability and lighting.
Silhouette lines like seen in say, Brawl stars definitely are the best sort of lines that work in 3D due to them not really having any interior to them, they're just there for readability sake.
They're also the least likely to fuck up.
well celshading is just trying to emulate how inked cel-sheets of characters sit against painted backgrounds
Found out that the map Iβm adapting was actually a unfinished death match map that american McGee left unfinished and a midway Dev found on a Dev disc and completed
A map for it is already out there, so I may just get started on figuring out the Saturn stuff
oh wow, you can make Quake look real good with the right compiler
now i'm really intreasted to know how much the 3D realms guys are utilizing this or something like this
Working on enemy stuff.
constant streak of pasta sauce!
How constant do you want it?
Make it never go away lol
I like it fading out though ;c
nah I like it like that
It's like the floor is absorbing the sauce.
That and it keeps the overdraw low because the decal system I'm using is super inefficient.
yeah, my suggestion was a meme.
only thing I could see is maybe making the trail a bit darker
Yeah that's on the to do list.
A long with a graphics overhaul.
Floppy sleeves for Mac as well.
So Mac is his confirmed name now?
i'm playing around with some of these lighting parameters and holy crap you can make quake look good now
Yeah dude
i totally see how those arcane dimension maps did what they did
People are doing some crazy shit to the point I screen them for wallpapers
i can only imagine what kind of additions the 3D realms guys are making to it. They must be working through Quakespasm/Dark realms the same way their working through Eduke for bombshell
something dusk needs is commandlines to do stuff like start into a map or w/e
too lazy to navigate menus
Apperently some AD team members are involved with the 3D Realms game
that makes sense
That gonna be interesting if true
aaaaaaaaaaa
+ arguments are basically console commands that run after startup
Is the SDK going to work with/compile from .Map to .BSP as well?
no, that's the job of bsp compilers
so something like eric's tool still applies?
Yeah
sweet
so, what, just code entities as gameobjects and we good to go?
oh god the func_vehicle dream is true
It's very different to how you'd do things via Unity
The scripting system is totally separate
lmao
no Lua plz
It's not Lua
Phew
better lua than python
It's not what's mentioned in that SDK thread on Steam either, much of that is out of date now since things changed partway through
Flashbacks to Reflex...
C# or bust
It ain't C# either, but that's not out of the picture down the line
anything not java is ok in my books
It's C
I can't overstate how much I hate java
rip the F# scripting dream
lmao
Here's an example from a much earlier iteration:
#include <stdbool.h>
#include <NewBlood.h>
[[script("hit")]] // this is a "hit" event function
void dismemberment(Entity e, struct HitEvent hit)
{
// if the entity is alive, we don't do anything
if(e.health > 0) return;
// if the entity is dead, find the last bone
// that was damaged, and shrink it down to 0
e.scaleBone(hit.bone, (float3){ 0, 0, 0 });
}```
stuff's different now but you get the picture
As long as the SDK has enough in box to make a map look really really good without having to work on the backend of it through unity, i'll be happy
jesus christ that's one gnarly sdk, the included examples are dismemberment mods
lmao
fucking approved
Defining entities is pretty simple as well, although the way you do so is still evolving every now and then
(and is likely to change further once the public test begins and feedback comes in)
what scripting is that
It's custom
Heard cut content will be packaged in?
I assume the [] are like, reflection tags?
Nah, those are attributes
sample entities:
monster_poop
{
model "mesh:poop"
skins "gfx:textures/poop"
}
monster_mage_fat : monster_mage
{
health 200
scale 2, 1, 2
}```
fat_mage
There's a feature called "path namespaces" which is basically a way of aliasing file paths, so a mod can override them
for example, gfx:textures/mage would be aliased to textures/monsters/mage.png by default
but a mod could redirect it without needing to change any code
Yeah, kinda
can you do path stacks too?
Path stacks?
are the C# "unsafe" mods still a thing
No, because C# is no longer the scripting language (but it may come later)
It was dropped for numerous reasons
@crystal kraken All paths must refer to a single file or folder, but you can iterate directories
If you supplied some/path/*.png it would look for a file literally named *.png
so you can't really do search paths like in quake, only aliases
oh wait, do you mean how a mod can override files by having the same file paths?
yeah, same structure, different folder affairs
that's already in yeah
cool
the aliases feature is just an additional thing on top if you prefer to structure your stuff differently
ensures that you only need to change the path in one place if you move something around, too
Fuck I hate UUIDs
I can't believe you just went and made your own scripting language
It's not super difficult
its time consuming as all hell tho
takes a loooooooooooooooooooooooooooooong god damned time
Actual code is written in C, entity definitions are the custom language
The parser took like 30 minutes to write lol
Tops
what's your tech stack currently
and that's including the lexer too
not bison/flex I assume
No, I don't use generators
I have my own lexer & parser that I wrote by hand
I get the appeal of parser generators but they're not for me
eh, not a fan of them
its hard to write proper error messages and recovery in them
and if you do try, it ends up in confusing code reaaally fast
And if you were asking about third party dependencies
There's like... one or two
One is a binding to Freetype2 (for font loading)
The other is something from Unity themselves for baking nav meshes at runtime
(Which is needed for loading maps)
Can we load map changes without having to restart the server/go back to main menu
Yeah
Nice
you got like, any references on properly developing this stuff?
Not really, just the experience & knowledge in my own head
oh ok
also you should probably make a new thread on the steam forums or something
Maybe I'll do a writeup someday
The SDK will be open source so feel free to study that when the time comes, too
lmao
I have the know how on how to "do it" but I really didn't want to simply write more trash, but rather use proper design paradigms etc
My advice is to not buy into people telling you to use X pattern or Y pattern
Experiment on your own, figure out what works well for your specific task
By all means though, try the patterns people suggest if you feel it'd be worthwhile
Just don't jump right into them expecting it to be a perfect solution
I mean, visitor patterns are one thing that I learned that is really damn useful for the task of codegen etc
I know that drinking the entire cool aid bottle is not a good idea (java codebases should be enough to see that) but there's still some value to knowing how people structure it
Yeah, definitely
ripped straight out of quake saturn
this is actually doable
Yabuse actually allows you to export the sprites being sent to the first gpu (VDP 1) if it's being drawn on screen
if there is any custom graphics used on those levels not in base Quake, i should be able to snatch them
Sounds great
good news: Turns out Yabuse can list every texture/sprite that is currantly drawn on screen by the saturn's VDP 1and display it in a list, as well as exporting it as Bitmap/PNG images. Bad news: Enemys don't render at all and the controller input is bugged to shit.
So basically it's going to come down to Yabuse for compiling and exporting textures room by room, and then using SSF to actually observe enemy and pickup placements. Also Saturn Quake has a overhead map i can screenshot and stitch into a blueprint.
So you're planing to port all the maps?
just the four exclusive maps
each kinda have their own thing to figure out: one has a rain effect, the other map has a custom "Void" bottomless pit style trigger brush.
One is entirely built around enemy infighting which is going to be hell. the last has the only instance of shooting creates down off a ceiling ive seen.
Okey so I thought about trying to load custom maps into dusk during work today and well it kind of worked out. https://youtu.be/9O6w6VaMtg0
hell ye
HAAAAAAX
I'm not loading bsp
and it wasn't supposed to be a toilet but it can be if you want :)
@weak cargo I mean, this might work on online servers sooooo
you are so b&
Heck
actually now when I think about it it probably wont
pretty sure the map Gameobjects dont have the "SyncOverNetwork" property or whatever
Is this happening
Kind of have weapon spawners working
@pine carbon so how did you go about dealing with projectiles positioning and such in conjunction to quacksaving? Or really in general how did you make it so snappy.
Quacksaving

Well erm projectiles don't actually save lol
Oof
Yeah, you can break a lot of shit, or kinds cheat, by saving/loading.
@outer eagle there is a decent chunk of ambient in this level, which may or may not come in more later π
Ok @tranquil oracle sorry to ping you.... But you'd know more about this.
The BUILD engine to Quake map converter.... Does it work good?
I've never used it
DANGIT. Ok.... Anyone in the #general-modding used it?
If I can do this, I can use a tool I'm familiar with for the mundane map design, then go in Trenchbroom and really do it up right.... Even BUILD multiple levels in Mapedit and attach where needed for like a tunnel for ex....
If this works...
I'm King of the World.
This is someone using it to do Hollywood Hollocaust in Quake
well if you try it out post results
can anyone recommend programs for making low-poly models
minecraft
thanks
Blender 3D
aite thanks
ROBLOX
Dusk's models were made in Blender
i was actually already looking at blender when you said that
huh apparantly blender has game creation too
Yeah but it's... not something I'd recommend
i can imagine
im sticking with ue4 anyway
i tried godot but theres basically no documentation for it, so i gave up
Pretty much every situation I've heard of where someone used Blender Game Engine is
new to game dev
google engines
see blender game engine
cool, 3d modelling and engine in one!
get more experienced over time
immense regret over choosing blender game engine
Godot has a lot of really cool stuff, but it still needs work
i think its a little too advanced for me anyway
i feel like im cheating by using visual scripting instead but eh
Ask @viscid sandal about Blender game design
Man yeah @unique trellis if this works for mapmaking will definitely share.
My cat is trying to stick his paw in my ear
I "BUILD" all the time.... I hope it works
And what @viscid sandal just said explains Blender game design @rare surge
Yes sometimes a max of 12 depending on the level
So.. a mobile fps π
@rare surge pfft good luck getting it to run on mobile and my game was about as optimized as it could possibly be
My favorite mobile FPS at moment is Block Fortress... I'm betatesting the newest one.... It's Minecraft+tower defense + fps.... It's a real blast
But they pulled the engine out anyways so if yoy have a recent build you cant use it anyways
oh,its still being advertised as a feature on the website
Lel
They're building a new one but it aint done yet
And it sounds like its purely for experimentation anyways so
You'd have better luck with most anything else
I was just stuck with it because I cant code
couldnt you have use UE4 or something else with visual scripting if you didnt want to code
Didnt know how to use it, its ui is a mess and I'd been working in this game in blender for 6 years and just wanted to get it done
I hear Unity makes game gewd like Dust.
I think its c+ but idk
The game will also have a real options menu now with tons of nice stuff in it
There's like 5 or 6 audio sliders now. And you can turn your fov from 50 to 179
On top of like litterally everything else about the game being way better
C# scripting
Thanks
ok so ive got this basic fps WASD movement set up
but i want to change the speed of the movement and idk how the frick to do that
wait nvm i figured it out boys
Oh god this project has mean down some paths
Was able to struggle with the specialized rom hackign version of Yabuse to get in a position i can rip textures realibly. as well, stumbled on a tool that lets me pull the raw .LEV from the Quake iso, convert to to OBJ
issue now is getting the OBJ converted over to a Brush Map
Blender Game engine is such pee pee that it was discontinued in 2.8
why are the controls for navigation and selection in blender so weird
middle click to pan and rotate, right click to select, ctrl+A doesnt select all
Blender 2.8 has Armory though
A to select all
Just A
And you can change them, and they will be normal by default come 2.8
yee ik, im just saying its different than the standard
Can't argue with that. It is a very different control scheme
I personally prefer it but that might just be because I already know it
2.8 is more standard.
It probably won't be perfectly standard, but it'll be better for those who are used to other software
It's not perfectly standard but it's closer to things like Maya.
not making your models in trenchbroom
Trenchbroom is great for props
I love Trenchbroom, even if I suck at using it
not fps but heres what i've been working on lately π https://twitter.com/Akselmo/status/1074118553702404096
Swordfight! #CastleRodok #gamedev
It's starting to look like something (except the textures lol placeholders everywhere, I'm just trying to get the models down first.) https://t.co/UdlZk6lHcj
im actually kinda into level art work
eventually i'm going to see about stripping out the textures for a entirely self-made set, Skybox as well
Looking good Jacob.
just going to isolate things to this one room as a style guide map. decided making a one to one adaptation of the map wouldn't be as fun for me.
figuring out a rain effect may be difficult, but i swear to god there must be an arcane dimension map that did it
it's pretty much a brush enity/animated texture like water brushes
seen plenty of maps do rain effects
some...kinda over do it with the droplet size
pretty sure more than one map had that in AD
turns out it mostly acts from a lind of func_emitter
but tracking down a definitve method has been hard
Made some good progress tonight
you finally made keycards a normal pickup?
Yes
Movement is looking much nicer now.
Indeed, also with q1 style bunny hopping
Camera rotation shenanigans
Pasta la vista
Perfect.
Fake dynamic lighting.
Adds a bit of overdraw and complexity to things but it works with UE4's unlit shader which I'm using for everything so I'd say it's a decent compromise.
Added a bit of a flicker to the fake lights and also added crate sounds done by @brazen copper
Damn, the gun is wicked loud now!
Huh, guess I'll have to do some changes to the soundscape.
Don't want things to be too loud.
It works with the screen shake, but I do think its too loud.



