#general-modding
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Coloured lighting is always a tricky guy though
But yeah verticality is something thats coming more so in chapters 2 and 3
Nah
again we just have to tweak how enemies interact with it
right now its just using the default shader
Another thing we plan to do is add a touch of bloom to the enemies eye's, so that way even if the enemy itself is hard to spot in certain situations a part of them will litterally be glowing
In my experience with source, textures also dictate how lighting looks
Unity may be similiar in terms of radiosity, unless that was your intention
i guess I'd say I dont know quite what you mean
Light textures, e.g a yellow wall or white tiles radiate light, making the surrounding area appear more well lit, a dark coloured wall does not, making it appear darker
I`d link the video from 2/3kliksphillip but I cant remember the name, it shows it in practice, but its just something to keep in mind, I never knew about it until a year ago.
Ah yeah I get what you mean
I just thought I would mention it because of the grey texturing, with dark colours I`d almost recommend more traditional colours as much of a buzzkill as that is, but im just giving an opinion, generally you want the lighting and background aesthetics somewhat neutral, not flat, but a degree more subtle, I just hope it helps, dont lose your style though :D
I getcha
We'll be doing our best to seperate the environment from the pickups and enemies and weapons and the like. But I don't think we'll be toning it down per say.
But again every level is different.
This is level 2 for instance
Bloom actually looks nice
Level 3 is neon blues, punctuated with small bits of orange and green. Level 4 is Oranges and due to how prominent the key doors in that level are, pink, blue and green. level 5 is red, green and a blend of some of the other levels pallettes, and level 6 is blue, and aqua ish green and and pink.
@untold niche its something we've poured quite a bit of time into. We don't want to blind people but we also want the things that are supposed to be lights look like lights.
Unity
epic
Runs great to, in standalone anyways, I can get up to about 140+
how are you optimizing your levels?
well i would hope you're not rendering the entire level at once
Couldn't tell you tbh.
actually afaik dusk doesnt have any real optimizing either
All of the rooms are broken up into seperate entities so they could theoretically not be rendered during a period where you aren't in the room or looking at it
I mean, rendering an entire level with oldschool shooter detail and texturing is not too hard for modern computers compared to back in the day
no not at all, im just an optimization freak
but I mean, its a bunch of low poly geometry with textures that are very low res so its not like its gonna plunge the framerate
all my source levels are ๐
unless you are making a gmod map using maximum brush limits and entities xD
๐
But yeah we are doing our best to make sure it runs as well as we can
And there will be tons of options to tweak
yeah if its seperate entities theoretically if one is behind another or outside of the player's vision it could be unrendered
epic
You can set you're fov to between 50-180
ooo
But 180 looks like you're going into hyperspace.... so maybe don't do that,
but you can if you want to
i like to use 105 for old school shooters and 90 for everything else
you can also turn off you're legs if you don't wanna see them
๐ฎ legs? respect
Becuz we has next gen tech with legs
Thats neat attention to detail
I had this idea, where like in duke 3d and the other build engine titles you could go into 3rd person and have a character sprite, so I was like well why not just have a character sprite in first person, it would fit the style of the game and it might be fun to have legs, and when i put it in I thought it was hilarious and I kept it.
and they are animated
some people don't like them though. So you do have the option to disable them.
oh fuck yeah
i like it
do they have a walking and jumping animation and all the business?
yes
Lovely, question though what are you running to take these screens?
@grim kernel dusk for the switch has tons of optimizations, occlusion culling, batched material instancing, etc etc
required to hit 60 on such weak hardware
really? i had no idea
well nobody has played the switch version beyond pax attendees
well, we might port the optimizations to pc, but currently thats a weird thing
because the modding sdk is a full rewrite of the entire game from scratch
so it would almost be wasted effort
oof
its kinda not oof
the game will be running WAY better
not that its slow by any means currently
whats quake's optimization called? bsp
bsp is the map format, but what youre thinking of is vis probably
the geometry is bsp but i cant remember what the optimization is called
vis is for the individual leaves
but its got a name
cant recall
whatever it is, its epic
func_areaportal?
With func_areaportal, anything beyond it before passing isnt rendered until you cross into it, it was used to seperate areas iirc
yea i know
vis calculations are whats responsible for deciding whats rendered
func_areaportal can be switched on and off and func_areaportal_window fades in and out
i know what it is, i just cant recall what its named!
bsp is the geometry
bsp is a container format
im looking at that right now lol
8 years of mapping for source and yet i cant remember what the visleaf system is called
oh well
mapping in source is ๐๐ป until the compiler corrupts the .vmf file
...ive never had a corrupt .vmf
tf are u talking about
ive always wanted to make my own sourcemod but i cant code worth shit
and i need to make new weapons, redo the movement, all that shit
i hate hl2's movement its so slow
Smod was great for adding custom weps, but I wish someone combined trench with hammer
wouldnt be too difficult to get source working with trenchbroom
its been an idea in the trenchbroom discord for a long while
quake 3 is first, and half-life 1 is way first
theres already a few tools around for converting the .map files
you could make it work
In terms of geometry, I mean, bsp is bsp
yeah
not quite!
theres a bunch of different versions of bsp
and they are handled differently
well once trenchbroom gets goldsrc support, thats halfway to source support
but thats long in the future
yeah absolutely
im so used to hammer though, ive been trying to make some quake maps lately in trenchbroom
i just dont have the creativity though
8 years of mapping and ive never finished a single one
I wish volvo released the source code to goldsrc
keep wishing. itll never happen
Yeah because then they cant license source anymore for dumb amounts of money
Source is capable of great things, but it truly is a tower of duct tape
i am offended
It is though, its just very well disguised because valve has a lot of good QA
From a tenchnical POV it is true to an extent, but then again, titanfall 2 was appasrently on source which is black magic
well when you dont know anything about source, you would say it's black magic :p
Still though, if the source code was released, imagine the 22 fps sourceports where every light is a dynamic light
oh that would be nice
well black mesa got dynamic lights to work pretty well
i wish we could have black mesa's branch ๐ฆ
@outer eagle snipping tool
#screenshotsaturday
It does fine, @grim kernel I can run most games well enough, aside from bf1 which hates me even on the lowest settings.
nice @unique trellis
Some behind the curtain of the proc gen stuff
seems like really unbalanced system @viscid sandal
8gb of ram and a bulldozer cpu with a relatively powerful modern gpu?
not really a recipe for success
Again I can run most things pretty well. Like d16 I get about 100+ rage 2 has been running about 80+ and again aside from bf1 there's not much I can't play.
@unique trellis Is that a custom Blood map? Nice work.
@unique trellis yep been working awhile on several... Taking forever but I have zero motivation but pure fun and people saying "nice work" haha... This is from a map taking place in a burning hospital, which also takes place in a reality being ripped apart.. so things like lavafalls make perfect sense ๐คฃ
This one is pretty tight now, with the lavafall broken up by hospital hallways, etc, verticality is a butt in BUILD/not true 3d engines but I couldn't shake this idea
Here is a video of it... easier to see this way. I may go with more of a "warped hallway" look than what I've got...
sexy @unique trellis
Nah
The video quality was crap everyone is telling me
I'm trying to fix
Doesn't it look like that only for a short time after it gets uploaded
Is the dash infinite or is it like Doom eternal?
Infinite
self-yeet eternum

Self-yeeternum
Eternal YEET
Proc gen things
any of ya'll know how sw did this specific portal effect? https://youtu.be/ZpoqXwN7Ul8?t=1883 I'm guessing it's just a sector portal that leads somewhere else which renders it like that, but im not sure
Longplay of Shadow Warrior, played on the MS-DOS. This game's version was released on May 13th, 1997. Please give the video a like! Timecodes are below: 0:00...
i can tell you how to do it in minecraft redstone if that helps
Alright guys im done fucking around, I owe someone a SEAL character model, and I need to know how to jurry rig my models into dusk without some Source code
can we talk about how flexible and generally useful particle effects can be in unity?
that's obviously just amid evil demake
Dont you mean heretic but good
lol
Amid(emake) Evil
So, a dude i know managed to recreate both the crouchsliding and the spinning mechanic from dusk into doom =P
Awesome
That would actually be a pretty neat thing to make some wads around
it's doom, with dusk mechanics, q3 maps and descent music, wtf
That's ZDOOM for ya.
now make doosk
Having visions of that rn
I was making prepreprealpha level in doom once upon a time but I lost it
same time as when I lost most of the work I had done on ultimate dave
he who shall not be named was also making prepreprealpha in dusk
b4 he wuz BANNED
But yea I was gonna make a DUSK DOOM TC I would make it a little more interesting
new weapons, maps etc.
maybe the hammer and totem
playing as a survivor of the occult, armed only with a hammer
first level would be slow and spooky, crawling though broken down slaughterhouse
seeing glimpses of foes
so basically dusk opposing force
ooh that makes me think of dusk blue shift
Well you wouldn't be playing a soldier
police officer sent in to investigate and ends up getting turned into a cultist
nah you're some average joe shome named Gilby
what a nice name
man I should really make this concept into something presentable
Wanna see weapon mods when the SDK releases
got a few I wanna make myself now 
bfg/ soap launcher guaranteed
Something a little more let's say straight faced for DUSK
weapons usable for mappacks
i would love weapon mods for dusk but they're just like a bunch of classics like the bfg and quake rl
maybe more out-there ones like some half life weapons
not just a straight rip
gluon gun for dusk
The old rivet model kinda looks like a Quake 1 RL
Idea: retrofit Quake 1 RL that shoots rivets
would have distinct details like a "rivet belt" and such
I too would love great weapon mods for DUSK.
I'd kill to see a custom Minigun fitting in Dusk's artstyle, for example.
what about like a weapon mod that introduces real world guns like the 416 and shit
Was thinking a handheld old war machine gun
which the player can obviously wield whilst hupping
do a Nerovision
duel wield
dual wield mod that lets you basically pull a postal paradise lost by dual wielding everything
I love duel wield powerups
habib's power station in paradise lost was great so seeing something like it in dusk would be cool
gameplay mods like there are for doom in dusk wold be ๐
so what guns could we add to a retro weapons mod
i'm thinking bfg, plasma rifle, quake rl, railgun, gluon gun, and the mp5 m203 for starters
thinking of designs with a DUSK spin to them
all I want are Blood's weapons on Dusk
i have a model of a quake-esque shotgun but it's not movable in any way
just tnt bundle the fuck outta some black philips
i did this in blender minus the hud
my modeling skills aren't great but if it's low poly it's not that bad for me
yeah i didn't know how to reduce vertices then
you can create cylinders with any amount of subdivisions
there's also a 9mm ammo box i made
the most involved thing i made was trying to rig a model of scp-650
but i can't rig for shit
problem is I got the know how with Cinema4D
fwiw modelling is a lotta fun, but damn it takes time and effort to get good at it, so I just don't anymore
a few years ago I'd call you crazy for that sentence
just need to motivate my lazy butt to do so
but the new blender UI is so good
right?
it's also insane how you can just do nearly everything from blender, it's just feature packed as hell
A straight up handheld legit Gatling gun with a crank that rotates as you fire it would be pretty neat in dusk
Russian Overkill-like weapons in Dusk. Maybe.
I've seen it mentioned several times before.
i see overkill and all i think of is almir saying h e i s t e r s
that's pretty cool but this is going to be the one from doom
cool weapon, sound bad
bobby ryack was on board with the idea of a retro weapons pack
so that's what i'm doing
all my concepts are listed in a google doc
do let me know if i should add new things
yeah
it's a list of ideas
not everything will make it as a model
i could make the spas eventually
i only left out the shotguns and such cause i wanted to have more unique guns
plasma rifle could look like this
Nice so far.
coool
Regarding the docs, we should have the SBC Cannon from Serious Sam in Dusk as well.
alright
Have you maybe considered some Unreal Tournament weapons for Dusk as well?
what's a good unreal weapon i could do
i'm taking suggestions from a ton of games
hence my inclusion of postal and rage
if you want me to add ae or ion maiden shit too then go ahead
Flak cannon
Redeemer, Shock Rifle, Ripper.
make a bio rifle you cowards
that's the doom one right
Has to be.
yeah
will the barrel squeeze and expand when it fires
idk i always got that vibe from the doom plasma gun
i haven't thought of that yet
idk rigging so i'll have to find out how i can animate that
hmm
but is everything alright about the weapon?
Maybe have it lift in the air every time you stop firing it like the original.
i have yet to add the ironsights and mag
the doom plasma gun had irons?
oh wait you mean the carry handle
wait no
i'm doubly
STUPIDO
yeah
Just a joke, the plasma rifle never had ironsights and a mag. Except the Brutal Doom/Project Brutality version, but that's beside the point.
my bad
the carry handle/ironsights
i'm going off the sprite so there are some discrepancies
added the mag and fixed the handle/trigger a bit
i can hear the sound now
๐
Looking awesome
thanks
i have to touch up the back end of the weapon but once that's finished it will basically be done
if only i knew how to put textures on it
sdk sdk sdk
Decided to try out Substance Designer for retro textures.
i'd love to use substance painter but its way too pricey for me
i could make epic textures with it
Also made a wood texture.
The textures look a bit noisy.
Everything else looks good though, it's just it kinda looks like you applied a photoshop noise filter over everything.
That's not noise, it's dithering
It still looks a bit overdone though. There's a point where dithering does kinda turn into noise.
Really don't see that with the bricks, but yeah the wood could be softer
Now announcing bad Minecraft.
yeah the wood kinda looks like it went through a sharpening filter
I built a fort in bad Minecraft.
Aw frick.
That mechanic actually sounds good, not fit for a bad game like this one.
Also I'll probably replace the block breaking with shooting to make it more action focused maybe?
And then maybe add actual gameplay.
@long jetty You should have the DN3D devastators
more progress on the plasma rifle, i'm doing the textures now
ะฒrะธh
i'm talking across all the games
so probably like the quake axe or something
the postal segment of the weapons pack has a bunch of possible melee ideas
Any better? Basically totally redid it.
Yeah?
Bad Minecraft dev update, now with slighlty better controls
Unreal Engine 4, it's going to be bad fixed camera Minecraft.
Probably also going to have guns.
so essentially fixed camera guncraft
unity is literally making me want to die as I try to make weapons bubby
are you making just models/textures or new weapons entirely
oh my God I just figured out what was wrong though so I'm at peace
Your box fort can sadly no longer be as complicated but this design choice will make a bit more sense once I start adding the actual gameplay.
This design choice was also made to make stacking blocks a bit easier and also remove jumping because I didn't really like it being there.
Guys guys, LOOK AT MY LOWPOLY DOOM PLASMA GUN! ONLY 148,416 TRIS!... (This is a joke for those who can't read sarcasm)
Just realized I made the front bit too wide. I actually am using this model for something. The model itself isn't really too important, as I'm just using it for texture baking for a low poly plasma gun
Still reminded me of bubby choner's plasma gun.
I'm actually making the texture for his plasma gun. Just made my own to see how I could do it differently
The lowpoly model I am about to UV unwrap and texture (with the minor fix I just made)
oh wow that one actually looks better than mine
@olive dove that's a really good plasma rifle model, we could probably use this for the retro weapons thing instead of my own
Neat
i'm working on the quake 1 axe atm
Can't wait to see it
yeah
but this version of the plasma rifle is a lot more detailed while still being low poly
man reminds me of when i used to do stuff like this
was supposed to be more of a fireball cannon but yah basically, thanks
the design is cool
That's actually amazing. I'd love to see that completed and maybe modded for Dusk someday.
thanks, actually fixing up some of my old weapon concepts and putting them into dusk isnt a half bad idea. could be rly fun
Ye
Ok, so it looks like ivory duke (a doom modder) managed to recreate the jumping mechanics as well.
If this will be released, I'm downloading it.
Now we just need the Dusk weapons (and maybe powerups) to complete the experience.
https://youtu.be/f8JLDBtiAck be careful what you wish for
Dusk style dual shotguns. Matched fire timing/rythm as close as possible.
ppl too busy playing brutal doom and hideous destructor to make mods that could actually be good
ew
mega ew
Nice fucking models honk honk
maybe this way people will stop complaining about dusk's graphics
those are some sexy sprites
unironically playing hideous destructor
large ew
If it were less of a clunkfest, I`d see the appeal more, but oh dear is it hard to play, even after ARMA
its just bad
how can anyone enjoy it
theres a couple ppl on another server i frequent who swear by it and refuse to play anything without it. this one fucker played sigil with it i swear to god
lel
i tried playing it with ashes 2063 because of a video i saw made it look really cool but i couldnt get past the first level it was just so stupid
ooof
so i played ashes 2063 normally and had a hell of a lot more fun ๐
Ashes is awesome
ashes is fucking epic
you may be waiting a while lol
haha no im not nearly talented enough for that
ah
just something i was linked a day or so ago in another server
ah ok
although i wish :p
@robust ridge if you could uh "secure" a build of that for me i would very much appreciate it
Hideous Destructor isn't even a milsim it's just doom but annoying
and incredibly slow
However the dusk movement and the dusk shotguns in Doom look real good
i love hideous destructor i dont get all the hate for it i always thought doom needed more teleporting noclip monsters that instakill u and resurrect the entire map on death
Hideous Destructor is a high effort meme mod
it was never funny tho
i prolly shouldnt be so hard on it cos the guy who made it actually helped me out a lot with my mod's custom armor system but then again it is only slightly more enjoyable than picking botfly maggots out of my urethra
I know a few people who actually play Hideous Destructor seriously and I don't understand them.
Never tried it
Actually I will right now
Jesus Christ where is the fucking download button on GitHub again
The actual download button is consistent
Download link for builds version not so much because it's up to whoever runs that shit
Because it ain't supposed to be the point of github
Ivory duke might join the server sometime soon (the dude who did dusk movement in doom)
Already told him that i've shared these videos in here and people liked it.
now it's time to code Doom movement on Dusk
Aka rollerblades dusk
Q3A movement on Dusk is fun, but I guess rollerblade dusk just wouldnt work
Q1 Dusk
differences are mostly the constants, innit
Johnny at it again
I wish that was the case
gotta hold the thought for now, too many other stuff to take care of
Yeah same my dude
'ello its time for me to shill https://twitter.com/Akselmo/status/1135607015017996288
#CastleRodok has now staircases to climb. I love how complex dungeons this module can help to make! #gamedev https://t.co/3IE4hS3Bz8
Name: Castleboi
yes
Im digging those graphics
thanks
remmind me of a old brower dungeon mmo
no. no runescape
sherrword dungeons or something like that
some major texture/vertex swim there, is that a shader you're using or sw rendering
i remember sherwood dungeon, used to play it a lot with my brother back in the day. and its a shader that emulates PSX rendering
flashback 94 shader pack
ah makes sense
@dusky tinsel ramps with stair texture = staircase is nostalgic af for me
๐
I'm trying to emulate the comfy/nostalgic feeling of ps1 Harry Potter games with this game haha
Thank you ๐
@dusky tinsel lol that's the exact game I was thinking of. Although I played it on PC
I played it on PC first too. Then much later I got it on PS1. What makes those games even more funny was that they were dubbed in Finnish lmao
So, finally, @unique trellis released his "Dusk movement mod for doom" for everyone to enjoy.
He told me to share the link in here, since he doesn't have the role to share it himself =P
Note: It requires gzdoom 3.7.0 or higher
https://www.doomworld.com/forum/topic/106780-dusk-movement-minimod-10/
What is this? A minimod that recreates the movement of the game DUSK developed by David Szymanski and published by New Blood Interactive in GZDoom. This mod does not aim at being a 1:1 recreation since DUSK is not open source and there are a couple of behavioral differences i...
thank
pinning rn
Unknown identifier 'sv_movementmode'```
@unique trellis pops up whenever i try to load it
(you should be able to talk here now)
Gonna fix it right now
yeet
This is sweet!
ye hate to bother you but I'm gettin this error whenever I try to load this up
Script error, "D4T_DuskMovement.pk3:cvarinfo.dsk" line 2: cvar 'sv_accelincrease' already exists
alright thanks
reb what version of gz are you on?
same here
Do me a favor does this bring up errors? I swear it cleanly loads it for me https://www.dropbox.com/s/cy443w707i5mre7/D4T_DuskMovement.pk3?dl=0
lemme give it a try
And this should fix Trailblazer too https://www.dropbox.com/s/cite7dweboofzut/TrailBlazer_DuskMovement.pk3?dl=0
I suspect it was an issue with the folder not the mod itself
Attempt to get invalid state Default from actor ThrowGrenadeGeneric.
Attempt to get invalid state DeathCont from actor DM_ReaperSecondaryProjectile.
Attempt to get invalid state Death from actor D4AbstractMonster.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state Death from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Script error, "D4T_DuskMovement (1).pk3:zscript/duskdude.dsk" line 436:
Unknown identifier 'sv_movementmode'
Script warning, "D4Tv21.pk3:decorate/weapons/bfg.aed" line 41:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv21.pk3:decorate/weapons/bfg.aed" line 42:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv21.pk3:decorate/weapons/bfg.aed" line 43:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv21.pk3:decorate/weapons/grenades.aed" line 36:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv21.pk3:decorate/weapons/grenades.aed" line 37:
Self pointer used in ambiguous context; VM execution may abort!```
for d4t
lemme try trailblazer
Yeah I just got the same error in d4t
That is D4T's fault
Unknown identifier 'sv_movementmode'
Execution could not continue.
1 errors while parsing DECORATE scripts```
and I get this if I try to load just the normal dusk movement mod
I got the issue
It was a cvar that I removed but was still stored in my ini file so it was not bringing up erros for me
trailblazer loads the duskmovement but it doesnt actually apply it
although i can still crouchslide and the likes
Ok I have fixed it but just to be 100% certain I am going to download a clean version of GZDoom and run it with it
@misty sparrow @eternal nacelle I just checked with a clean install of GZDoom and everything is fixed
sounds good
Sorry for the inconvenience, luckily it was a very minor issues
nah dude its fine
I have updated the DoomWorld thread
alright thanks its no problem
the fact you made this is crazy as fuck
^
The mods I have patched have finished development long ago but should there be updates for those that compromise the behavior of the patches I will update them accordingly
Except Smooth Doom
Bottom line yes I will keep them updated. In case I do not notice an update has occurred feel free to ping me and I will get to it
gotcha
I will try to do a patch for High Noon Drifter next but after a first attempt I realized I will need to search around in the code for a player gravity modifier script and another thing which I need to edit to make it compatible
Updated Dusk Movement to 1.0.2 https://www.doomworld.com/forum/topic/106780-dusk-movement-minimod-10/
Changelog 1.0.2:
- Made XY acceleration right after using a jumppad consistent with the XY acceleration when falling back down;
- Now Crouch Sliding only needs to be started on the ground and can continue mid air. Although in the air you will lose speed much quicker than on the ground;
- Added a keybind in Dusk Options to a command that will reset values to default (suggested by xvertigox), make sure to bind it as it does not have a default bind by choice;
- Mod Patches specific: all patches have been updated to 1.0.2 and specifically the D4T one has been merged with my D4T GZDoom Bugfix addon (https://www.moddb.com/mods/death-foretold/addons/d4t-gzdoom-bugfix)```
Also a special note:
To make the GZDoom mouse movement consistent with DUSK (or any other modern FPS for that matter) please go to the Mouse Options, turn off "Prescale Mouse Movement", and make sure "Mouselook Speed" is 0.5. This will make vertical mouse movement as fast as the horizontal one.
What is this? A minimod that recreates the movement of the game DUSK developed by David Szymanski and published by New Blood Interactive in GZDoom. This mod does not aim at being a 1:1 recreation since DUSK is not open source and there are a couple of behavioral differences i...
V.naisu
This time around I double checked everything with a clean GZDoom install but please do let me know if some problem occurs
Next time you do a changelog can you put it into a code block? (Itโs ``` before and after the text you want in a block)
Just makes things easier to read
Many thanks
Thank you for appreciating my work
Awesome work
Thank you!
I wonder if there's some way to hack around the need to define a custom player class to replace the movement
Maybe something with an event handler
Then you wouldn't need compat patches for mods
I wondered myself. Although it should also be taken in account that some mods still need more work than just setting up inheritance.
For example Trailblazer had an ENTER script that set gravity to 1.0 instead of the needed 0.56 of the mod, so I had to edit the code and recompile it
I will try to see if an event handler can be set up for next updates
It'd be an interesting thing to see
I wonder if an inventory item with a custom DoEffect() would be better than an event handler, not sure
I will do some research, thanks for the suggestion
np
Did anyone get flipping to work correctly? Even when turned on, it doesn't seem to work. Running Doom1 on GZDoom 4.1.2 only with brightmaps.pk3, lights.pk3 and idkfav2.wad aside from duskmovement 1.0.2
Just gonna write what can make it not happen:
Since it messed up badly when i tried to flip below a certain height i put a condition where flipping is not allowed if you are less than 40 units above the ground
Type fly in console, fly somewhere high from the ground and see if you can flip
I might reconsider the minimum required height
Trailblazer patch does not have any flipping cause somewhere in the code it made things go really wrong
Oh I see. I was trying to flip when hupping around, as DUSK only requires you not to be on the ground. The height restriction is likely it then
Yeah I figured the flip mechanic is pretty tricky
What happena is that when you reach 90 or -90 degrees of pitch (top or bottom viewpoint) your angle and roll are altered by +180 and a flip multiplier of -1 is applied to mouse pitch and X axis movement to give the illusion that it is a 360 degrees of freedom kinda deal while the engine does not allow it
@rustic cradle I just figured out why Vertical Flips were glitching out when I allowed flips below a certain height.
It actually had nothing to do with the height but with the fact that if you jump the moment you land a failed flip the code did not have the time to reset all values that needed be reset.
So I just had to disallow jumping until the forced view realignment has finished.
Although it will still not be like in Dusk cause in my code due to engine restriction when you land a failed flip I have to set view to either top or bottom to avoid screen jankiness that inevitably occurs when it's the code not your mouse movement to realign view from the inverted view back to regular (an awkward screen woosh occurs when your crosshair reaches top or bottom view)
I am releasing an update sometime soon with other improvements
Awesome, thanks for the update and all the work you're dedicating to this
that was not off topoc?
nah since we have a modding specific category, it makes sense for it to be here now
the rank requirement is also gone
we're gonna have dusk modding joining here soon too
and maybe more games
so a dedicated category was warranted
yesss
YEET
Me too.
Oh my god
THEY FUCKING CHANGED IT
MY INTERNET IS GONE FOR ONE FREKING DAY (You know what, fuck it. FREKING stays)

CHANGE BACK TO MODDER'S BASEMENT OR I WILL DELAY DOOM ETERNAL
do it
DO IT OR HE GETS IT
The suit was extracted from the rock, cleaned, and subjected to numerous tolerance tests, and found to be almost impervious to any damage.
lol nah
these are anti-plot armor bullets bud
bro doomguy doesn't need plot armour
damn u right
but for real
the reason for the name change was to better fit the theme of the category. a meme name didnt fit anymore. wanted something clearer
Name the catagory Modders Basement
Mayber even Modders Basement (Game Modding)
That's a command BTW. I'm the new king
Fear me and my ultimate churro factory

wonderful
It's my idea, I'm taking all the credit
now back to modding you nerds
But will we ever get back the missing letter in gam_ig
Yo, bubby, my shadow overlord want's me to correct your heresy. It's "gami_g".
How's that texture going btw
I think I pretty much finished it a while ago actually
Yeah, sorry about that
We are using my model for the thing, right?
Just needs some touchup and a few extra details.
I like it
Thanks!
@olive dove hey you want to collaborate for a game I'm working on? I'm godawful at everything except the actual code part so I could use some help with my weapon models
I'd love to!
Are you making money off of this project though? If you are then I'd have to ask for a portion of the profits. I know that's kinda obvious, but somethimes people try to take advantage of someone's labor
Nope. No money, just a project I'm doing experimentally
Well then I'll do it for free! All I ask in this case is credit.
I have the models "done," but they're all just a bunch of cubes put together in Unity more or less, and a lot of them look good sort of but they all are untextured. I'll DM you later when I finish modding these dumb S.T.A.L.K.E.R. weapons
Ok, awesome
i'm happy now
Also, I'd hate to beg, but my family is kinda broke RN and we are nearly out of food and gas. I'd like to make some money and treat everyone in my house to pizza to kinda lift spirits. My dad is getting paid Thursday, so we don't have to wait too long for more money, but I'd still like to make my family happy. If anyone has any commissions they want to pay for I'll gladly do them
shit man I'd wire you some cash on paypal but neetlyfe is pretty buxless :(
It's not a big deal lol.
Deleted the last few messages because I figured that should be more private
Anyway, sorry for talking too much. In short, I'm looking to do some commissions
GD?
I meant GT.
No probs
Found this neat circuit material on substance share
Not sure the license though.
What's the license things on substance share use?
niice
Thanks
cool, which game is it for?
@long jetty is making a mod for Dusk and they wanted Doom's plasma gun made for it
that's so cool! i want to mod for dusk too, how did you make this?
now i'm debating whether to continue down the line of doom weapons or make whatever i feel most comfortable with
golden made the plasma rifle in blender
i made a prototype and he improved on it
Unfortunately it is not.
alright, you i think this game is gonna be buzzing more once modding comes
modding kept new vegas alive years after it came out, it may do the same for dusk

That Plasma Gun is better!
Mine?
Yeah
Well thanks
I've just been doing this longer, so I know my way around all this stuff
Texture painting is still sorta new to me, been practicing it a lot though and now I'm getting an actual workflow
yeah i'm not exactly well acquainted with modeling
Everyone starts somewhere
well now that you showed me how to properly delete faces and join vertices i can model better
You can also use snapping to get more consistent vertex positions.
Something I also do that I'm not too sure is actually that great workflow-wise is open up the right panel with N and copy & paste some of the specific axis positions I need
There's probably some shortcut or keybind that I'm unaware of that makes that easier
Updated Dusk Movement to 1.1
- General code optimization;
- Partially reworked the jumping acceleration system to be more light weight and flexible, allowing further customization;
- Increased base walking speed from 10.3 to 11 u/s;
- Addedย "Ground Base Speed" optionย to customize base walking speed;
- Straferunning now grants a 15% speed boost. This can be customized through option "Ground Strafing Bonus"ย to go as low as 0% or as high as around 22.5%;
- addedย "Easy Speed" option that when turned off makes it harder to maintain speed if you run into an obstacle or just decide to slow down while keeping on jumping. This will require more careful maneuvering due to the strong Doom Engine wall friction;
- added "Escape Speed" option which determinesย the minimum speed at which the High Speed Friction values is used to alter air friction. You can make air friction lower past that value, make acceleration the same as before that value, or make it stronger;
- Gaining speed by quickly spamming left and right inputs while jumping is now harder (although it is still possible while being very unpleasant and slow);
- Gaining speed through jumping in circles is now consistent with regular strafe jumping with whatever Acceleration value you pick (why put extra effort in making this possible? Cause it's cool that's why);
- Readjusted default values to be closer to DUSK, at least I think...it's kinda hard to tell for sure without a speedometer. Let's settle for the default values are what I find to be fun but not OP ok?
- You can now try to perform Vertical Flips at any height from the ground;
- Fixed a bug where landing on the ground failing a flip and jumping at the same time would make things glitch out really hard.```
https://www.doomworld.com/forum/topic/106780-dusk-movement-minimod-11/
What is this? A minimod that recreates the movement of the game DUSK developed by David Szymanski and published by New Blood Interactive in GZDoom. This mod does not aim at being a 1:1 recreation since DUSK is not open source and there are a couple of behavioral differences i...
Someone else already made some dual 1887s based specifically on Dusk, it's just a matter of time before someone makes a full Dusk gameplay mod or even TC mod for Doom
dusk demade on doom is a possibility
weeeeew
I wonder about the weapons :T
Alphaent said that when Dawn is out he will be making weapons
C H A I N G U N B L E N D
i was gonna make a simpler weapon that i was more comfortable with
but then i said nah fuck it
and i'll finish the doom weapons before anything else
Y E A
@worthy tendon i'm making a retro fps weapon pack for dusk
wolfenstein is on the list of games
@long jetty ahh i see
the laserkraftwerk, handgun 1960, auto shotgun, venom gun, and mp40 will all be planned
maybe some others if people can find them for me
add the hand cannon from bioshock infinite
oh ok
though i am making one exception for rage because the wingstick is cool
@long jetty sawed off from blood or riot gun from shadow warrior???
riot gun ye
sawed off i'm unsure about atm
because we already have shotguns in the base game
believe it or not the biggest weapon list is half-life
yeah mostly 1 weapons
i have no idea how i'm going to code snark npcs
don't even know if the sdk has npc coding
is the snark the name of that insect you threw at enemies?
yeah the bug thing
well you would throw it and it would chase enemies
automatically infight
i kind of want to make other guns too like the spore launcher, barnacle, and displacer from opposing force
displacer for sure
wait didn't the snark try to attack you if there was no enemies?
ye
yeah
exactly why i said infighting
should i add the pump shotgun from doom
how about some stuff from unreal?
have that on the list
i'm not saying i want the enforcer but i want the enforcer
five weapons
ohh yeah that grenade shotgun hibrid would be lit
shock rifle, flak cannon, redeemer, ripper, and biorifle
nice
no scissors?
oh fuck
tarydium gun would be cool too
i should do that
scissors on postal were very cool
it's basically a chaingun but with crystal shards, and the alt is basically a shotgun blast of em
oh
sure thing
@long jetty don't try to overwork yourself with too many weapons
yeah i'm doing one at a time
i've only got one finished model and it's not even mine lol
i might split each games' weapons into sections
then mash everything into one collection
so doom weapons pack first
like russian overkill?
or release them seperately as weapon replacement mods
then whatever game i focus on next
i don't want to do replacements
these are ground-up new guns
oh nice
@long jetty don't worry about making the gun model be high poly
it would be very out of place in dusk
all in dusk's artstyle
nice
i actually went into E1M9 just so i could pick up a tire to see if it was octagonal or not
it's actually hexagonal
so i'm using that as the basis for circular weapons

i have goldenthumbs doing the textures tho because i can't texture for shit
so you are saying you have a team 
i hope to have one
@long jetty also by old school you mean pre 2000 or pre 2005?
he means pre 2000 almost certainly
yeah but he also talked about hexen, doom, wolfenstein, and others
99% of the bombs were from early to late 90s
bombs?
lmao
that's include half life?
im sure that's is one easy to edit because of already being 3D
or to remake in low poly
@jade marlin yes
naizu
@worthy tendon it's from like 90s onwards with some new things thrown in as well
thanks for anwsering
so there will be TNO weapons in the wolfenstein section
p i p e
maybe the plasmids from bioshock then
w r e n c h
i've got like 7+ games for ideas so maybe once a few of those categories get done
ok
I think either a Serious Sam or Unreal minigun would be nice, too.
flaregun pls
How do you play workshop maps, ive downloaded a few but none of them appear in any of the playable modes if someone could help that would be nice
They are in the list when you go to Scene Creator and click Load Scene
oh thank you my guy
Not sure if this sent yesterday, my dad's data stopped working. Now using my brother's
yes this was sent
dis were dusksdk gonna be
Nice
looks like plasma gun from Doom

Love how much more complete that Plasma Gun is.
black body
@long jetty looks nice :]
thank
i still don't know how i'm going to make the other end
it looks square in the sprite but it's so confusing
well dusk dude has no hads
maybe not if the player does not see it
@keen bear how does DUSK prevent explosions from hitting things through walls? Unity doesn't have a lot of options other than raycasts for that kind of testing. Raycasts always point towards the center if you use overlap sphere though, so the only other option is like a simulated explosion.

I actually have something that should work, but raycasts also don't hit things that aren't being rendered by the camera so if I fire an explosive and the target is behind the transform.position relative to the camera, then it won't even detect it.
There's also physics.raycastAll or whatever, but that requires a sorting algorithm and it doesn't always return an accurate array.
In other words I'm kind of amazed DUSK has properly working explosions.
Also, here's what I've been working with. All guns are untextured and some of them are completely unfinished but the models are all "done. " There are 4 weapons which were not shown, and the 6th and 7th weapons do not have a firing script yet.
thank god for discord nitro boosters.
piece by piece how would you make a gun in dusk?
As in modelling, texturing, the actual firing/mechanics of the gun itself, or what?
From beginning to end
Well, then you'd use a modelling program like blender or maya, and that's how you get your weapon model. next, you need textures and what not, those can probably be done in the same programs or something like krita for actually making said textures. Next, you'll need a script that handles the weapon selection, ammunition, firing controls, etc, and the entire hierarchy of weapons in the event you have more than one. Once you've set up the "player," you can put the weapon model more or less in front of the player's face so it looks like you're holding it or whatever, that kind of thing. Add animations to the model with an animation program or in Unity's case, mecanix animation, and finally, you create another script or add on to the player's script that handles and deals with firing the weapon.
lots of work basically.
I see, thanks.
To the person who asked, yes it is the Doom plasma gun. Me very late lol
oh @olive dove some of the guns in that flv file I posted are the ones I needed help texturing.
Just for reference
If you need me to send them as files I can do that later. To note though, I have no clue how to use blender and actually model so all the guns are cubes/spheres/cylinders smacked together in Unity.
I don't need them made into models, that's a lot of work and I would be putting it not only on you, but I'd also be forcing myself to revisit the mecanix animation layers garbage in Unity. In other words it's all good on that end.
And don't feel obligated or anything, I'm just glad you're helping me out at all.
Don't worry. I do this kinda stuff a lot
Just like helping people
Also helps me build up a portfolio.
@coarse token I like what I've seen
Am a bit concerned with how the textures will wrap around the models though
Since, they are each multiple models
There isn't exactly a single UV map to work around, but several. Figuring out the proper resolutions for each texture is gonna be a lil' bit annoying.
^
Will you also consider putting the weapon viewmodels on the right, or will you keep them center?
Do what a lot of Arena FPS do and add some options for right, center, and left.
you guys building your own arena drug?
I'll probably eventually add a lot of quality of life stuff like that but presently weapon models are centerview only. Here's screenshot of the weapons though, as well as some cut content/stuff that is not implemented.
For not knowing how to use blender I'm really satisfied with the models though
blender is good for crating low poly models
not bad for not really knowing how to use blender like myself
this one tho
that stock is chonk as fuck
that's why it got replaced by
they do the exact same thing, in fact the script is identical
i see
can't wait for dusk mods to take off
and someone replaces every texture with tim allen's face
oh no i'm doing something much better
hdusk
h-dusk better make big john's big john real big
occasionally their quotes will be replaced by their pain scream
so one will see you and just scream
i was thinking of making a DUSK prequel or a half-sequel
gotta find out if the sdk supports sound mods tho
is that a flamer
wouldn't the dusk prequel be him just killing his wife and killing himself?
...but he doesn't do either?
military
it's not clear what happened to his wife
@slender knoll this thing?
yup
i thought he killed his wife
yeah it is a flamethrower
neat
and cause he did that he then killed himself
it has an alt fire as well that shoots out a glob of fire all over the place
I like that :D
we would have to discuss duks lore somewhere else
is it a like a bouncy ball or
similar to blood's napalm, but explosion on contact so no ridiculous bouncing all over the place
yea that's what I imagined
If he killed himself than how did he manage to get to the town of Dusk then only to be put on meathooks?
blood's napalm alt fire is suicidal to use
so is postal 2's
It's also intended to do more than just damage though.
For example one of the enemies in the game's ai will fear the fire, and if there are active fires will not approach the player
how over powered would a .50 cal machine gun be in DUSK?
not very
๐ค
the hunting rifle one shots most enemies already, anything bigger and you just have the riveter. there aren't enemies than can withstand like 5 hunting rifle rounds so unless you're against nylarlar then it's overkill and does the same thing as the other weapons.
and that's assuming the hunting rifle is similar cartridge to .50 cal, it probably isn't.
how much health does a cowgirl have?
wiki doesn't say, but they soak up like 3-4 rivet shots
so probably around 1500-2500 hp?
Idk I'd need to test it
the floating balls that shoot skulls take 4 hunting rifle shots iirc
probably a topic for #dusk-duskworld-dungeonsofdusk though
bone monks? I thought they only took like two.
@coarse token Neat weapon models, even with yet-to-be-added textures.
What's the red weapon, though, a sniper rifle?
So im trying to make my own map rn and it wont let me delete a npc even tho im pressing mouse 2 anyone knows how to help that would be great :)
Yeah it's a gauss rifle
the little black bits are the coils
@smoky umbra well we don't even know what editor or what game or anything you're using. We can't help without that info
im stupid my bad, maxium action i should have put this in its actual chat
Wait, it's already out?
@olive dove what?
So, uh
I made a whole model viewer specifcally for this one model
Could have put it up on sketchfab, but I made a model viewer instead.
Wasn't actually that hard cause I just used a game engine to make it. I have it up on google drive for those who would like to see it
sounds cool
Would you like to see it then?
sure
Hope it's not running too bad, might have gone a bit overboard with things like SSAO lol
runs fine for me
Awesome
buy windows scott
this machine is a piece of shit
its a thinkpad from like 2005
im not buying windows for it
i use it exclusively to watch youtube videos in bed
buy windows scoot
@olive dove great work man
500 just install linux next time
whoa
That looks great
plus any Quake mods make my head turn a 180.
Plasmagun looks real good
others need a bit of a clean up
Ye, the Doom Eternal Plasma.
This idea is quite interesting
"Where do we put Doom 4 now?"
"IN FUCKING QUAKE 1
"
look a bit too messy
There may be work to be done in this mod, but it just looks superb.
Love the Chaingun, and the fact that weapon upgrades are in this mod.
"did Ned Flanders name this video?"
Doom-diddly Quake Eternarooni
Now that Mod looks Awesome!
Very WIP, very raw, very Blooooody
This is a Private link to the video, no one should be able to get it unless they have the direct link. Not all of the map is accessible, re-configuring some ...
I like the gritty look of the D4 weapons in the video but some do look too dirty