#general-modding
1 messages Β· Page 48 of 1
Yeah that might need some tweaking.
In terms of the volume that it's playing at and such.
Aaaaa this is so good.
Nah that was just me timing it.
Maybe it should get louder as you move though π€

whens the vaporwave remix come out
tomorrow
epic
Had fun making some torches that you can put out.
defo
why would bullets extinguish them
Don't question it.
how did u do the fake lighting
World position behind translucency.
It's a material node that works well for things like blob shadows, but it does break if you get too close.
It's basically just a bunch of cubes using a World position behind transparency mask.
But if you want something that's fixed camera it works like a charm.
ok so im watching a tutorial on how to set up a fire button in ue4
its telling me to make a blueprint interface with this:
put this in the character BP:
and put this in the controller:
it works but i dont understand whats actually happening with the handle events and the interface
So why are you using blueprint for this
Sorry I just think visual programing stuff is wierd
visual is better in this case for me cos i dont know c++
because i was always taught python instead
damn AQA
i think my computer science is ocr
if you can learn python i think it'll not be very hard to switch over and learn some c++, blueprints are nice to start out with for simple things but you'll eventually want some things to be c++ scripts
its interesting because i just had my computer science teacher tell my class 'by the way they changed what you have to do with greenfoot'
my CS teacher is hot garbage at his job
this is part of the 15 mark question in the unit 2 paper, so its pretty big
even if its a small change
but it be like that sometimes
15 fucken marks
thats a lot for that kind of subject
its usually more essay focused subjects that go past 10 mark questions
my coursework got cancelled btw
i made it, and it was finished and ready to go
but the board just cancelled the coursework because people were putting solutions online
the unit 2 is the onscreen exam
the unit 1 is the one where you have to write buckets
we didnt get an onscreen exam
it was all paper
theres a html question, a greenfoot question and an algorithim question that you have to write into word using your language of choice
opening any other programs than notepad and word gets you a U
which is pretty harsh lmao
speakin of harsh
on a test i did in class i got a U
so got a retest with diff questions
jumped up to an A*
with basically no extra revision
because i lost marks due to small dumb mistakes
and the grade boundaries were tight as shit
it was like 10 marks that was the difference
wow
would not expect that from computer science
i expect grade boundaries like that for something like english language
5 marks in that can take you from an a* to a b
its stoopid
oh
https://youtu.be/VBazoyMuKUo π€ π€ π€ π€
Toying with forbidden sciences could have dire consequences. Peer through... What do you see on the other side? Soundtrack for Viscerafest by Acid Man Games,...
ΔΜΈΜ§ΜzΜΆΜ²Μ±aΜ·ΜΌΝtΜΈΜ¨Μ«αΈ«ΜΈΜ‘ΜoΜ΅Μ’Μ₯tΜ΄Μha...
π
hey this is probably a dumb question, but
what's the ratio of collision size between the quake guy and the Intruder?
like if I make a map to quake proportions, is it gonna be all itty bitty when i port it over? or vice versa?
@rare surge what the hell is that blueprint tutorial
it's really weird, I would never set up stuff that way
overly complicated
you don't really need to use an interface either, interfaces are pretty specialty things
My method probably isn't that efficient either but it works for what I'm using it for.
This is the timer system I use for instance
And the spaghetti that is my shooting event.
interesting
Basically just does a timer in delta time and that drives an event that's on a do once.
Every time it's fired it's delayed a bit and the do once is reset.
A lot of this code is dedicated to making the bullets move in slightly random directions.
This is like, most of the code dedicated to making bullets move in random directions.
It's what spawns the bullet.
thought so
Spawn actor from class to be specific.
Got three of them because there's three projectiles.
I'd probably be using a for loop rather than 3 nodes
True.
I'll admit I'm pretty dumb with BP so I'm doing things the inefficient hard way.
this is a similar thing from AE
this is those large dudes that fire a spread of projectiles in the first episode's attack
Ah.
it uses the for loop to fire 6 projectiles at once
Here's the code that I use to drive the flicker of the light volumes.
Probably would be more efficient to have this stuff stored in the material now that I think about it.
Yeah there's probably a better way I could handle it.that's for sure.
Probably never going to use the light volume hack again after this project.
A bit too expensive and since light volumes are actual geometry, it causes issues with Z culling and such.
They work well on this project though.
Because light volumes are just an additive transparent material and such.
I call em light volumes because they're just cubes but masked with a sphere mask that has some other fun masking shenanigans.
The best part of light volumes though is definitely the additive colour mixing.
yeah I've seen people use them in VFX to fake lighting effects
@graceful nest you can scale the level in the SDK later
Ignore the error notif at the end it was just me being dumb with the recording.
Every vertex has a slight wobble to it now.
Also there's an oven.
Well, almost every vertex.
@brisk timber would you just link the action button event straight to the print then
and get rid of the bpi
yeah, but it all depends what you want to happen
usually I'd do input stuff in the character directly
since you don't end up needing to cast etc
these blueprints is where visual scripting lose me lol, i know it's just as simple as following the execution lines but i just feel like code is 90% faster to read and write than visual scripting
does c++ in ue4 have the convinience features of blueprint
like the get forward vector command
cos thats the main reason i use BP
It more than likely has access to the engine like that
Testing out the new character model for the enemies.
Probably going to have to start crunching on this so I can get it out in time.
Uh oh.
lmao the sounds
Why does making option menus have to be so stressful.
Whenever I have to do something involving ui and shit I immediately get intimidated that's for sure.
gl tho game is really fun to just watch in action
A lot of design choices have been made just so I can avoid making UI TBH
Like not including a main menu.
Wanted to do one of those fancy seamless main menus.
Mostly because UE4's widget system scares the shit out of me.
Working on a tutorial level.
At this point I'm adding vertex wobble to literally everything and I adore it.
Gives everything a shaky janky vibe which I low when combined with low resolutions.
That music can never get old
Right now it's called Pasta Labrynth
Pizza Pasta
macaroni maze @wraith beacon
linguini labyrinth
the whole reason he made it was to be a play on the dusk macaroni art meme
ik but its past that now, its a real game
I think the title should still at least pay homage to that though
That vertex wobble is so endearing. Dat PS1 stank is great.
needs more affine
@wraith beacon Pastabyrinth
@wraith beacon it's funny, i have the opposite feeling building UI
I love the feeling of setting up menu and hud pieces and stuff, unity's UI really helps to make it feel not that bad and actually a little bit fun
UE4's ui system is decent but I'm just a big scaredy cat.
Remember that math is your friend, I slide things in by hand sloppily and then start evening things out with rounded numbers
what, no response to any of the name suggestions ze?
Pastabyrinth pls
MACARONI MAZE
linguini labyrinth
This is definitely the farthest I've gotten into development of any game.
Expect about, 5-10 minutes of content?
It'll be a short game that's for sure.
Also expect the game to just barely work.
It's because this will be my first complete game.
https://quakecast.podbean.com/e/sleepwalkr/ dumptruck_ds just posted this on the 3drealms discord. Interesting podcast, especially cuz trenchbroom will become relevant for DUSK modding very soon (or already is)
Got some fresh anims for the lil guy.
That looks really good!
The aiming animation is a bit goofy so I'll probably change it a bit.
Definitely liking having a separate animation state for not aiming and aiming though.
Tweaked the anims a bit and now there's a shoot anim.
And now for some soundscape improvements thanks to Synteks.
Hmmmm.
I'm doing some more visual tweaks.
Like scrapping the whole toonshading thing and just drawing the shading into the textures, sadly the rimlight trick I used caused some issues.
Ye. It's supposed to be macaroni labrynth
Game looks cool though, keen to try it
Also LMAO avain
In seriousness I think it's spelled "labyrinth"
That is disgusting
thank you
Those are some neat bump maps
hey that's not very nice
Cursed
Daily reminder that bump maps and normal maps are two different things.
Bump maps store height data and normal maps don't.
Normal maps only store angle data.
the hat sue is right
its sometimes hard to discern which is which jut by looking at them
Glad I wasn't the only one thinking about that
Can you use a bump map as a height map for parallax mapping? I mean, it stores height data so it should work
Yeah Parallax mapping and bump mapping usually can use the same data.
Mostly because they both use grayscale height data.
Yeah that's what I though, though the contrast is probably a bit off.
ugh
don't EVER do that agan
@unique trellis
BAD BOY
GO BACK TO THE CORNER AND THINK ABOUT WHAT YOU POSTED!
I put ioQuake3 on my PC just to mess around with the per-pixel lighting and I swear it's way worse than that awful doom screencap
@unique trellis https://www.youtube.com/watch?v=Bp_Vw4g8wOY
Ripped from "California Games - JonTron" - http://www.youtube.com/watch?v=vx9srMlojDg ---- DISCLAIMER: I am not Jon, but I love Jon and I do not intend to ta...
Change of plans nerds, Christmas is probably going to be the time of the beta.
For my eh vidya.
Sorry about calling you all nerds.
God forbid you call people nerds
Eh it'll be a public beta here.

I'll try and have a finished version by Christmas though.
Even if it's a buggy beta.
Actual level design is starting now though so get ready.
I'm hype!
In other news, added a fun little trick to prevent things from clipping out of the room and such.
No more arms leaving the room.
Raycasting using the velocity to check for a wall, I presume?
Nope, the room is a stencil and such and anything that's outside of the room is black.
ah
He's melting.
haha looks nice
acceptable model fade right there.
not this random disintegrate or turning to ash fluff
ZeHatsu slowly looses motivation as the deadline approaches leaked footage.
You can do it!
you using sprites for the walls and engine are you using?
I'm not using sprites for the walls.
Ah
it's ue4
Yeah it's UE4 with a lot of material tricks and shit.

My level design workflow is very messy, I do not recommend it.
Kinda stuff that'd probably give Leon or any sane level designer a Vietnam flashback.
Kitchens are shaped like this right?
most of the time
don't usually have brick floors though

"Where's my chocolate cake?"
I already ate my chocolate cake
Leon Zavada eats Orange Chicken leaked footage.
shm ze it's only pronounced zavada not spelled zavada
Whom'st'avada
Leon Frickwada.
Leonard zawurdo
nice minecraft map
Oh I have those too
Is this Battle Zone???
crappy sonic recolour n filthy edit of the doom column lamp to resemble the dusk one, in here, so modders can steal it I guess. Updated to look better, be less ass, and bonus broken oneβ’
I remember when I tried to make Doom look like OG quake... Yeah, that was a dumb project
On the bright side it helped me get better at 3D modelling low poly stuff
is it acceptable to make a fps without a crosshair
2 has it off by default. But the option is there.
I like the option, Arma still sits with me as a good crosshair system
Soonβ’
While working on the cavern level I thought I'd make a reference to something.
Ripped from "Plug and Play Consoles - JonTron" - https://www.youtube.com/watch?v=jHepjitYJmM DISCLAIMER: I am not Jon, but I love Jon and I do not intend to ...
It's Gus the Comedian.
Ripped from "Plug and Play Consoles - JonTron" - https://www.youtube.com/watch?v=jHepjitYJmM DISCLAIMER: I am not Jon, but I love Jon and I do not intend to ...
From Total Chaos.
the doom mod?
Yes.
I haven't played it
Working on some of dat environmental storytelling as the kids call it these days.... I call it creepy weird hallways invaded by darkness and wyrms and whatever π Bloodlines Epidemic map remaster....
Oh that may be too dark sorry... On my cpu it was dark enough π
https://drive.google.com/file/d/1Q62d8nAV80nXLp-7-rj552bh1aAnXu7h/view?usp=sharing released the beta.
Thanks to Synteks for the audio stuff.
yeet
Yeet
Neat imma try it later
Yeet
Head Chef Yeetio Macaroni.
This is a better quick raw clip of the area π You an actually see stuff now... the Dusk influence is strong here haha
if doom must run on everything, then everything must also run on doom https://twitter.com/DickWhitehouse/status/1077227171482021889
DOOMBA: Turn your Roomba's Clean Maps into DOOM maps! https://t.co/FEgu03Nx5u #doom #DOOM25 @romero @ID_AA_Carmack
730
1446
that includes your bedroom
6 days left of 2018 and this has officially made this year 'ok lmao'
heads up ze labyrinth is still named wrong
Bed-Doom
if you ever need a tip on remembering how to spell labyrinth, just become a big fan of the movie starring david bowie and it bcomes hard to forget
For ya'll crazy motherfuckers playing Duskmare and still not having enough, Merry Duskmas https://github.com/JohnnyonFlame/Duskmas/
Here's a mod that disables infighting, have fun
Neato, does it affect the Gem?
no, I made sure to keep the gem intact
since it's an "unrelated" mechanic
it causes insanity, but I wouldn't call that infighting
Come to think of it Dusk enemies do take pretty high priority over infighting compared to other similar games from what I can tell.
Like in Doom, infighting isn't much of a viable tactic, just something that sort of happens sometimes imo
I can't wait to play through it again with that off
Meanwhile in Dusk that shit keeps me alive
I'll actually be the one who kills everything, not them just getting distracted and killing each other.
Happens so much in ep3
For sure, and in Endless
funny thing is, they take AGES to kill each other with infighting off
even if they hit each other from time to time
GOOD
when infighting is on, they kill eachother quickly as hell
I want them to focus on killing me
Imagine eventually having a loadout menu or something where you can tick options, like infighting, enemies damaging eachother, things like that
I want fights to last longer, and I think this will help
E3M9 should be fun for you now π
feel free to hmu for more suffering
A mode where your health constantly ticks down : D
E3M9 memes aside, I actually think the whole game will be more fun
I played cero miedo with it for a 20 minutes run testing
Infighting is a lot of fun but it does make a lot of encounters a lot easier than they deserve to me
and it does get noticeable more intense
Ruins a moment if 2 welders are just shoving their guns in each other's face while I'm fighting other things.
Or when a cowgirl starts deleting everyone
I'll miss the vandals in E3M1 tho
Lol yeah
I have gotten good at using Welders as grenades
wendigos are awful with that
one shot on their back means whatever did it gets deleted
Yep
Like I said in Doom it seems like they'll go after the last damage they get with a bias towards Doomguy
I've always wanted to see a smart infighting system even if it wouldn't be worth programming, like sentient enemies are smart enough to not go ham on their buddies, but animals and stuff aren't
Because a turret infighting is silly haha
PVT Johnson accidentally hits a turret with a soda can and gets nailed
Even better is two turrets fighting eachother
that's just cyber anarchy
idk watching a wendigo wipe out an entire level iis the best part of infighting
First time it happens sure
Another two part track for the last level of the game (ambient section and fight section). The clock is ticking, but not for Caroline. ;) Soundtrack for Visc...
I'm madly considering a quick draftup of a RTS concept, but not sure which engine to use: Unity or Unreal.

Both are good choices.
UE4 does have a few problems but those can be changed/fixed.
elaborate?
UE4 has a few problems with things like toon shading and such.
Mostly on a shader level.
I'm not really looking into making a cartoon RTS lol
AoE Online was already a thing lol
Alrighty.
I like opensource engines, but most of those don't even compare to Unity or UE4. The only one that does compare is Godot but even then it's 3D is a little lacking
I would play the beta if I were home :(( sorry hatsu
hatsus game
Link? ill have to try it @brazen copper
Thank
hes dusk modder
Cheat tables (?)
Yeah, if it's like his last mod which was disable infighting
And then soap dispenser
.Anyone found Gus in Pasta Labyrinth yet?
Was he in a box?
What's the next step for your game?
π€· Polishing probably
Kinda want to take a bit of a break from it to work on something else.
don't forget there's always game jams if you're feeling froggy ze, it's always a nice break to work on a small few day project
Finally got to rat and couldn't wait to get this channel. Ive been making models for dusk for about 2 weeks now. Low poly usually below 200. If he anyone has an interesting ideas for weapons, baddies, assets, etc. Dont hestitate to post them
π
Nice
good color pallete
broom closets @slender knoll
dang thats must be a kings broom closet, i could fit many brooms in there
lotsa ammo for the shelf gods 
made a small game in 3 days for a weekly game jam on itch.io, heres a link if anyone would like to check it out https://twanjones.itch.io/duality
pretty short because puzzles are hard to come up with :)
Really cool idea you have here, enjoyed it a lot, even though it was short, good stuff.
thanks man
if i had seen the game jam before more than halfway through i think i couldve squeezed 10 or so levels in but i had to crunch in the last few hours to get it finished
i was finally able to get a style for my menu logo for clustergun.
Sutdown
better version
someone ported Quake's movement into GZDoom
oooh, this looks impressive
because it is http://git.jinotra.in/ijon/quakemovement
I really want to check out Demonsteele with that
imagine HUP'ing around at max speed while slicing some demon ass
wonder if qcde will finally feel like quake
wow that's really cool
ooooooooooo
Was gonna ask any idea what map/mod is being played in the clip?
Doesn't look like Stuff Ultra
I got UAC Vinur Prime Research Base map
because it's very open
and I do like the QC Slide if I do say so myself
we need turok movement in doom tbh
wat
turok's air control feels soooo gooood
does it even accelerate tho?
not rly but that c o n t r o l
who needs control when you can have S P E E D?
everyone
noone
CAPSLOCK IS CRUISE CONTROL FOR AWESOME
BUT EVEN WITH CRUISE CONTROL YOU STILL HAVE TO STEER
cos control stops you from speeding into me holding a bat outside your front door
^^^^
that's why I like QW movement
you get both
but for real tho
who needs air control when jumping does fuck all over walking anyway?
i do cos my mod wants you to jump over everything
I agree with brainfl
if you cant add to your speed why jump at all
(except because of force of habit)
but yea jumping over hell knights to quickly blast them with alotta damage is fun
dude, just slide-strafing and strafejumping around is a lot of fun
my movement isnt really at all like de-fourty-four-em other than you're meant to jump over things at every opportunity
I wanna see if I can add the slide to the Q1 movement
but seriously I dont think I ever need to play anything else again if I just get that q1 movement mod or whatever it was I saw earlier to doom xD
thats probably what I saw. Sorry. It's all just a blur
ijon uses that license for everything lmao
hilarious
my kinda guy
does that license have any legal standing though?
its not exactly a predefined thing, why doesnt he just release it with an mit license or something
got a website, a wiki and everything
published 2004
well i stand corrected, i figured a license with that name wasnt official but that assumption was very wrong lol
tfw the new gzdoom updatebreaks all your super complicated and spaghetti code https://i.imgur.com/eosuZ9w.jpg
isnt that just thrilling
absolutely
Just code better
That requires work.
what he said
There's just a simple beauty sometimes to the pixelated world of Blood... I love how the shadow sprites on the sign sprites are over it in part, never knew that could be done before...
This is the overhaul of the ending of epidemic from the Bloodlines beta continued... Really wanting to end the map right, and it'll be a nice tense transition into the final map of the episode.
When can i inject it into my face
Let me quit my job and cut some other crap outta my life and I can spend more time on it... It's dragging
crust
i sincerely apologise for taking a modernized engine for an old game and putting its graphical features to use
nice
π€’
Bit too shiny for my tastes, kinda antithetical to Doom's art IMO
Like IDK, doom's art while colorful, was also really grungy... If that makes sense...
Not as grungy as say, Quake, but still it has a level of Grime to it
The main issues with the shots above are that everything is way too shiny, the colours clash way too much, and the lighting is crazy overblown
The lighting there is like the opposite of doom 3 almost lmao: some pixels almost look pure white, like how doom 3 has an abundance of pure black pixels because it's so dark
like, big splotches like this are generally a sign that light intensity needs to go down, or the lights need to be moved around:
I mean, that's not usually a high bar to climb over lol
And it's probably better than my mod for doom that was trying to emulate software Quake
It's mostly texture issues with the latest release of mine. Gonna re-attempt it again eventually
First release had too many problems. Models were ugly, textures were ugly, the styles didn't really match
Not to mention the "HD" models it had because I didn't know I could remove those.
(I based it on an existing mod, which was dumb lol)
still wip and not in the unity build yet but...
To me it's less that you're using modern graphical features Gubber and more that you don't understand how to make them not look like pee pee.
I was probably a little too blunt with that statement.
I can understand why they are having a hard time getting it to look right
Just gotta take a bit of feedback and use your own judgement until it looks good
Welp, I tried.
Replacing dynamic hudmessages with static images for the sake of simplicity
I still have to work on the "addonx placeholder" image replacements.
about my shit, yeah I've been trying to fine tune the gloss and the specular level n stuff because it tends to look like shite because I'm somehow turning it too low or too high
but I appreciate the feedback, I am currently trying to create a more "dim" atmosphere, and yes everything is shiny as fucc but the lighting itself is supposed to give off the effect that it's been abandoned
because I don't think there would be much saturation in an populated setting like that
so yeah tryna get colors right and stuff
I've been really busy with materializing and trying to make it look right
and that is nowhere near finished, I have a million more things to do, but yeh
I don't know what abandoned places you've been looking at but they usually aren't full of blindingly bright lights.
*recently abandoned
or more so fucked by demons
yeah it's pretty bright and all
but in other areas the lighting is a lot darker
that was just the exit room

You're really pushing the limits of GZDoom's colour space with that exit room that's for sure.
And it really doesn't look pleasant at least in my opinion.
well, everyone has preferences
Then again pushing the limits of any colour space tends to look, bad.
yes trying to fix that thank
Sorry about being so blunt.
it fine
i'm trying to experiment too
my main idea was turning off all brightness on the sectors and using only dynamic lights
Use sector lighting as an ambient light level
Yeah.
i want to get the materialized effect out of it and you can't do that with sector lighting
Having pitch black sectors will make it look pretty eck.

You need an ambient light level in order for something to look appealing most of the time.
As a general rule of thumb if a large area of your image is peaking in the colour space you're probably doing something wrong lighting wise.
ok
(That being said GZDoom's colour space isn't really designed for PBR stuff anyway)
i get the idea
yeah pbr stuff is unfinished, there's still more to add
and when the time comes GZDoom will finally get that update that does the good shit
When people ask for it.
one thing I've noticed about GZDoom's dynamic lights is really bright colored lights will tend to turn white in the center
so brightness of the lights is something I should definitely work on
Yeah, that's what we call clipping/peaking.
heck crap
yeah I had a whole set of lights in one room and had to turn the brightness really low to make it look normal
but I'm gonna go make an fixxy
so yeah my epic gamer skillz are shite and let's leave it at that
lesson learned: eye candy is a poison on this server
(even though mine wasn't done all that correctly)
I'm not saying you're doing a bad thing by using these visual tools but you're definitely not using them well.
yeah i am still experimenting
but i will not cause any more vomit fests here
one little specular map of mine can destroy the whole world
compared to lighting scenes i've made on completely different engines, gzdoom is quite difficult to work with despite the simplicity of its nature
when eye candy is too sweet eventually it just becomes blinding
poopy peepee
i also had bloom on too
wowee
took me a while to realize but yeest
after the amazing feedback from people with bloody eyeballs i have been lowering the specular levels on some textures by half
i no post shitzies in here no more that sound like a deal
i keep all my blinding vision pics to myself
although feedback will benefit what i do and how i can fix things, i sometimes prefer to work on my own, and i will now be more cautious of how things look, because i never intended to make so many people's eyes puke and explode simultaneously, so uhh thanks
i may post something when i think it doesn't look like eyeaids
im really interested in the new advanced texture thingies but i dont know how it works :V
i was going to show off some cool wall run/walljump scripts i made in unity, but theyve been deleted so have an image of me screwing up unity's shader code
Oh man, messing up shaders is fun
doesn't help that theres no intellisense/autocomplete for it, makes figuring out what went wrong harder :/
iirc there are marketplace plugins for Unity CG on vs and there should be plenty of plugins for vscode too
never tried them tho
Unity CG also allows for HLSL I guess.
Has Science gone too far?
CAN YOU DON'T
Now with even more particles, and looking like an actual ribcage (kinda)
They looks like dusk.... But DOOOOOOM?
How do you make slopes in DOOM? Is it pretty easy?
GZDoom brutha
depends
basic slopes utilize the lindef facing in the line of another lindef, with linedef action 161 with "front" on
*181 I mean
In Build we just tap [ or ] π
I have too many maps a'goin, but I thought of a gross base infestation map idea, add some fleshy enemies.... Need to play with doombuilder it's been too long
Like it'd start like any old Doom map then it gets weird...
The one Doom map I've had released started some of that actually...
Good ol corrupted wad Doom Ressurection π π
Making some lackluster progress on Project Ryack
Jeez didn't realise the bitrate was that low.
idk if this belongs here but shit """voice acting""" from me
Nice hmph noises ze
Hahaha those jump sounds fantastic
Amen to this. Nerd time is so finite for me. This year I want to learn to code and make my own games.. not new content for 20 year old ones.. going to be tough but I got it
I'm a young'n but I'd like to get started trying to learn some of that stuff this year too
I need a good idea that I'm passionate about that is actually achievable for a first game
Eh I always just like jumping in and seeing what I make.
That being said I still need to finish Beaver game and Fingerbones HD and some other projects.
I did have a working basic platformer thing made in game studio (very unimpressive I know) that I would have liked to finish but I lost all the files for it
which is sad because I was really proud of the pixel art and animations I did for it
even if I didn't have the game I wish I still had the art
I actually made my first Doom map that coincidentally its layout resembled a handgun
tho I lost the files after transferring from laptop to PC
my first doom mod broke too
I still have all the files so I'd just have to set everything up again but I was too lazy because it was just a silly joke mod based on this server
I'm sure dave would have been over the moon though
I remade a majority of dusk prepreprealpha in doom as well
and leon helped me with a bunch of stuff lol
that was my first interaction with him
hmmm
but yea after my attempt of Doom mapping
I tried making HL2 maps
guess what happened after
sfm
that and I just gave up straight away
the only legit map I made was a test map, and it wasnt even complete
Really not a fan of level editing in Hammer.
I have some form of fun making my first Doom map before it well
lost
mapping in Hammer feels like hell
GZDoom builder is just so much nicer IMO, that being said it has limits.
Mostly lack of native room over room.
doombuilder is easy because of it's limits
Especially when you've got some custom level kits and such.
this is my only remains of another map I was working before I forgot about it
BRO IS THAT SMASH BROS FROM THE LIGHT ON THE FLOOR BRO
Not offset enough to be smash either.
also yes I also attempted to change some weapon sprites
I was joking
to have like the Pistol be replaced by like, DN64's M1911
the Shotgun to be replaced by DN64's SPAS-12
and the Chaingun, with DN64's MP5K
even I planned to change the player sprite to the DNF EDF Soldier because well, I thought the model looks cool
all of that lost in the transfer
also I was just confused that you went "dude its that smash bros on the floor"
i was being over the top so that you could tell it was a joke
you just threw me off, that's all
then again its getting late, my reading comprehension might have gone deteoriated
to this day I'm still pretty proud of my first doom map
simply because it doesn't look terrible
That dusk prepreprealpha remake was my first map and I say it wasn't too bad for a first but afaik there's no screenshots so who can really say
my first map:
inspired by dnf strip club screenshots yeah
Thought so
My first Doom map not named new.wad or myhouse.wad
Here is my new Fingerbones mod
omfg
Added a goofy vertex colour thing to Fingerbones HD.
Update to fingerbones Mod. Do you guys like it?
New update to Fingerbones mod May distribute soon
Teaching my friend about lightmaps and the wonders of baked lighting.
wtf @quaint birch why isn't it apple 2 madden
Society is more important.
good lord this CharacterComtroller component is a PITA
anything dynamic hits you and you're sent flying to the moon asdf
Which one're you talking about?
the Unity one
it's not really that, it's like
whenever a ""weird"" collision (1-face flat polygons, or some dynamic things) hit the object there's a chance it will be flung into the moon
it's not an actual physical interaction that makes sense, like a small mass object being hit by a heavy one
Oh, yeah that's a physics engine bug.
it's just random glitchy flunginess
Best not to use planes for level geo or tweak the shit out of the engines physics settings.
I'm modding Dusk's movement system, can't do that
maybe try using something other than cc for the collisions, but my Unity experience is near non-existant
Making a movement system is hard. I got a basic one implemented in my game... Again... I keep rewriting it because either the code is a mess or it doesn't work the way I want it to. Usually both.
I've never liked the character controller component in unity, I always go for my own instead
Sure it's got like slope support and auto step but it feels kinda janky sometimes
kinda janky is okay
jumping a thousand meters up whenever you collide with anything that moves isnt
Do you happen to have a rigid body on along with the character controller?
I'm not sure, I'm modding Dusk
Is it the actual Unity built in character controller or is it a custom one made by David
I'm not sure on how specifically he set it all up, but he seems to use the default controller
with some added code
Generally you shouldn't have to do a whole lot of manual physics stuff
I'll probably at least need something to slide along walls, right now it's either jump wildly or collide with walls without any change in "velocity"
I'll have to choose what jank I want
I can vouch for using unity's charactercontroller but it's sort of a DIY for alot of things
Using rigidbody doesn't give 100% control like the CC and you sort of have to fight the physics engine
i mean if you want complete control of a rigidbody based character controller you can just do stuff like set the velocity directly instead of making addforce do the work for you
it's down to how you make it, you can definitely make a rigidbody solution that controls just like the default character controller
i'd recommend against doing making your own "character controller", but this is a pretty good tutorial for one https://www.youtube.com/watch?v=ona6VvuWLkI
Ever wanted to make an epic stealth game from scratch and learn while you do so? Well... you've come to the right place, today we'll be creating a Kinematic ...
also this ^
id usually recommend the opposite, in my experience if you can make your own assets you should, but to each his own
I'll check it all out, thanks
People seem to have conflicting ideas about this
Tech demo for Top down shooter with Destructible environment
Kinda reminds me of Hotline Miami, mostly because that's the only top down shooter I know...
What engine?
Game Maker Studio.
quake tilt
Love that shit
Nice
looks good but a bit heavy
My freaking lightmaps have so many artifacts... What did they use for Dusk's lightmaps?
It could just be a side effect of me having lower-resolution lightmaps...
I think DUSK used default Unity lightmaps but these days David is using a plugin.
Wish I had the money to get a good lightmapping plugin
A lot of artefacts tend to come from two lightmap UVs being in the same place from what I've heard.
I should try to unwrap it again
I've been using the generated UV2s but they probably suck
lmfao my mod project just refuses to compile on my desktop
"CS0433: The type 'BuzzSawHitScript' exists in both '<...>' and '<my project>"
fucking microsoft and the mystery error otuputs
lmfao I reinstalled Dusk and now its a-okay, this doesnt make sense
lol
did ma thing not post or did it go down I has confused
it got filtered
yeah, remove the R word
ok so because I'm an evil sadist who thinks blood is only moderately hard im making 6 difficulties now as opposed to 5 so colorful phrase about the dumb I guess who don't know what there doing can have there taints handed to them only on a moderate degree and I can make build engine game fans cry with joy as they get a game who's second to last highest difficulty is just as bullcrap as what they would demand without it litterally just being one shotted from accross the map.
I would just like to point out said word is filtered and yet there is a minion breast feeding in memes https://imgur.com/gallery/lB5wmMp
I'd say it's not in good taste to use that word due to connotations, but I don't care enough to actually be offended or whatever
both Dusk's approach or wolfenstein's one are valid tho, but I'd argue Dusk took the better route
im sure most people here arent offended by it but im sure it's also something to do with the discord server being a partner server
^
tbh i dont really care about slurs or what ever edgy things kids say to try to sound cool on the internet. i do care about protecting this server. discord does monitor content and its on us to keep things in line
slurs...
π€
@prisma basalt yeah I get it, I mean I don't get it, but I get it from your end if it is by some means offensive.
I can't stop and finish the swimming code on Ranger Hup because I keep finding myself replaying Brimstone with it
what a fun level that is
wat..
does anyone know if theres a way to change dmflags in gzdoom through ACS
i want to have a script that turns on infinite ammo at the start of the level automatically
WIP runtime console for unity
it's 2019 anything's possible,
who tf uses bandicam when there's ShareX and the proprietary gpu solutions
There's also OBS I guess.
yea
just released on #dusk-duskworld-dungeonsofdusk https://github.com/JohnnyonFlame/DuskMod/releases/tag/v1.1
@graceful nest readme states:
- Extract the patcher zip on Dusk`s folder and run the patcher
Create a Mods\ folder and add any mod you wish to use there
ie extract RangerHup.dll on the Mods\ folder
Okay, apparently it's just been That Kinda Day, because I totally missed the readme hahaha
Thanks!
I tried testing the mod that disabled infighting and mortar bounce or something?
read readme and it said about running an executable. there was only one file but I couldnt figure out what to do about it and I forgot to ask you about it lol
@slender knoll I need to make the Patcher a little more user friendly. right now it only runs and generates a log file
if the log claims "done"and you get the "Loading Mods" on Dusk's DOS load you're golden
For GPK I just decided to abolish the whole concept of "extract to game folder", and instead opted for opening a "find folder" dialog where the user supplies the location of the game folder instead
Too many people just gloss over instructions lmao
Yeah, I was thinking more in line with an installer
with a little mod list
but then again, It`s a simple thing I did to learn unity and c#
I don't want to be starting a piss contest in your territory here now do I
I sorta have an installer lmao, but it's probably not what you meant
@slender knoll try the current release
Yea I will
gotta check that quake movement out tho
I do enjoy having to perform movement instead of just strafe jumping three times
not that it's a con in dusk tho
game too easy 0/10
get ready to actually need to use long jumps in E3M7 then lmfao
haha
"yeah this jump ez" <-- miss
I thought I didnt need anything to do the jump
Petition to add the "Permadusk" mode
actually had to do the fucking movement
If you die your computer explodes
yea it's a completely different beef
if you die in the game you die in real life
hahahah
@crystal kraken dropped the mod stuff in appropriate folders and the log file just shows that it looked for a file, found it and patched it, and ends with 'done' but theres a message about an exception in the dos loading screen, not sure if i did it wrong or what because there appears to be no difference in the movement after getting into the game
@desert notch prob. means you dropped mod files in the wrong place
add them to Dusk\Mods\
if there's no such folder create one
but the patcher worked ok
just the mod dlls in the wrong place likely
they are in there, it shows loading mods and does the only one i put in, ranger hup, then it puts the message "exception has been thrown by the target of the invocation"
oh thats a new one
is that last line supposed to be there? https://i.imgur.com/0xhD4KB.png
cant remember if i put it in dusk or in dusk_data because i just wiped the folder to try again lol
that's... weird
no exception this time so im guessing i dropped 0Harmony in the wrong folder
that would explain it
i noticed you mentioned that you forgot the readme file that i couldnt find anywhere so i just vaguely followed some of the instructions left in this channel
asdf I really need to write a little installer generator for these occasions
yeah the less the user has to do the less chances for something like that to happen, without a readme it was basically a trial and error thing
there was one on github's project page, but not on the actual zip because I forgot to include it
which movement model is RangerHup based on? like which game specifically was it suppose to emulate
but that doesnt matter, its bad practice regardless, a installer would be the better choice
stock Q3A with minor changes
ie ladder physics are different
and I took some liberties with water movement
kind of feels like quake live but its got some weird momentum preservation when you should lose it all at hitting a wall or tree, but can eventually slide back and regain all the lost momentum
yeah that's a quirk of the alpha, I'm still researching how to handle that well
rn collisions only mean you're blocked, there's no momentum change
and I'm aware that's an important Quake quirk, I'm just not sure how to solve it properly
Unity can be a PITA
yeah i get you, being based on the unity character controller it has some weird quirks to over come itself
it honestly surprised me when i learned the character controller in dusk wasnt made from scratch, no idea how david made the unity character controller act so well
next alpha I'll begin trying to use CapsuleCasts and vector projection to try and at least remove some momentum
Dusk's movement code is magical, It Just Works (tm)
gotta say im impressed with the mod loader and there being mods themselves, you dont see people decompiling the game every day to make their own custom mod loader :)
I prefer learning these things by modding whenever possible, and there was a chance to be had here
and thanks
im definitely digging how it makes rocket jumping feel for the game, the new momentum makes it feels so much better
there's still some magic to be made there
the rocket jumps and whatever only add vertical momentum
but it's an alpha, the focus is on making sure everything feels good to play
that strafe jumps are what is expected, that friction is okay, that the custom ladder code is okay
that water feels good to swim, etc
it should be easy enough to get a normal from the sphere cast and apply that direction
i need to test out water still
yeah it aint hard, just that there was plenty of other things to code and test
I'll focus on cool dusk mechanics and better rocketjumps once I at least get the character to lose momentum on collisions, even if its not 100% quake precise
theres not even many chances in the game to actually use the slope jumps mechanic anyways
okay the water is pretty weird so far, i can only move down into it by holding shift and its eeeever so slowly, holding w while looking straight down still makes me more horizontally forward
move*
6DOF water on the game settings
but it's probably better to use mouse direction for that
but I wanted to allow players to focus their aim on the only actual water boss rather than needing to aim where they want to swim
oh, also just noticed jump is always buffered with a single press of space with ranger hup, is that intended?
lmfao I just woke up with an idea for the save issues if I decide to have some fun tackling it. I can hook save postfix, grab the last save's checksum and use that to save the new save, and a transpiler snippet to stop it from saving Destructible Objects tagged with Modded attributes.
Then it's all about the small serializing details, like "previously known as" attributes, minimum loadable version, etc.
Hey what do people use for Doom mapbuilding these days
GZDoom Builder Bugfix.
Thanks.
Man, maplayout design is 10x faster in Doombuilder... Ridiculous. Drag a sector into another sector, no issue! Delete linedefs... Sure!
Certain things are different... Like aligning floors/ceiling and other quirks... But mostly workflow issues right now.
Just got an idea for a Doom1 in Doom2/flesh to metal/hell inserting itself map and rolling with it joy
Well isn't this fun... The light sources, angled keyboard, etc... Man Doom is different these days
Even adjust wall and ceiling lighting independent of each other.. UDMF is voodoo
Yeah, there's a ton of advanced stuff you can do these days
I'd recommend avoiding UDMF for a bit since it's vastly different as a result
If you're used to mapping in boom/hexen format
I'm used to build which so far just on the layout and decorating aspects feels very close. Rotating/scaling textures etc. The 3d floor room over room stuff is slick and it's almost as easy as build to do slopes
Not sure if new meme or π€
quk
wise quacking
π¦
Enemy has the quack
Expansion pack 1 Quackfest
Expansion quack*
Iβm trying to learn how to mod this really old game called Angband have yaβll heard of it before?
Itβs free and open source
I have never made any mods for games before
wew...
it's been months since i've been here
now... i don't remember if i asked about this, but...
im looking for someone really experienced with DECORATE for a bit of help with my little mapset
https://www.youtube.com/watch?v=F7-MHnHwitQ&feature=youtu.be
that's some good looking map man
looks like something between Q1 and HL but with sprites instead
would prob. look baller with some voxelized pickups
damn - this looks sweet
@midnight crow I need an 8th day a week or at least a few more hours... I get going and then BOOM real life
I may have posted this already sorry... This map called Crime Scene takes places in a plantation is part of our 3rd episode where Caleb has to face death.. it borders reality and ... Not reality haha... So lots of crazy experiences. This is just one, you relive the murders a few times in the Crime Scene while the monster who did it all stalks you throughout... And ultimately, you die...
Next map π
https://youtu.be/QWJFudlrgvo this dude's mod is gonna be so gooood
A trailer showcasing some of the features of the mod version of Quake 1.5 More info here: https://www.moddb.com/mods/quake-15
What you've all been waiting for - the beta - the SP beta is coming this week.
finally
ye the old ssg was cool
Do like the Q2 SSG hell even in QC it was super fun to use
Q2 is a mixed bag
a mixed bag of feces
quake 2 is alright, it has brown
I'm a simple man, I see someone shitting on quake 2, I upvote
yall fellas just mad they called it quake instead of something else
yep
I like the aesthetic stuff in the boss arenas
Also those flashes when Shub is shown look interesting
I'm mad because the game isn't good other than the movement
Also yep
This shot is not something you'd actually see in the game... I was tracking down a ridiculous error with walls and lines, basically something has happened to the numbering of the walls and now they just go nuts if I try and modify sections I worked on back in 99... I have quarantined it to a stairs section I can never touch or I have sectors that go off the map into infinity... It's a FEATURE
#viscerafest #indiedev #indiegame #pixelart #fps #retro #gamedev https://t.co/dUBxqTfdfo
Will never get over that shotgun reload
im guessing this is footage in unity now?
I bet
yes it is
