#general-modding
1 messages · Page 53 of 1
Type to Reload
hdoom
Because of UE4's more robust visual scripting system.
The misconception of UE4 being a complicated engine is just that, a misconception.
Unity ain't that simple either.
In fact it's far slower to get a prototype up in Unity,
You get more flexibility with Unity but that's not really what I need.
UE4 isn't complicated to me, it's just unnecessarily "focused" for what most people need to do, and Unity is extremely easy to pick up and learn.
I'm thinking of going for a medium between the two with Godot or something.
UE4's got most of it's design focused on certain things but it does those things far better than most other licensable engines out of the box.
poof
Type to reload has enough smoke and dust to give the average H lung cancer.
@coarse token if you wanna use Godot I'd wait until it gets a bit more streamlined
H man adventure 64
Just kinda made a source .vmf to quake .map converter
Obviously no models and displacements
this is koth_sawmill
Holy shit you can do that?
Holy shit
looks a lot better now when I got entities in
Is this a neighborhood map for Quake?
he said it was koth sawmill
that’s a good map
It's too bad koth_viaduct is the only map ever played in competitive 6s
/product if you want to call it that
Actually don't they run a modified version of viaduct
koth_product_RCX is the currently used version
it was rc9 for a while
product is the same thing without snow
imo you can get a bare bones prototype of game mechanics out in under a day with both unity and ue4, it pretty much just depends on your level of familiarity with the engine
If you know how to program already Unity is way easier to pick up. I struggled with UE4's blueprints, and I despise it for that reason
if you know how to program it would likely make sense to just skip blueprints and go to making c++ classes for everything, although with those things aside i would say the overall flow in unity has always felt more intuitive and stream lined to me than ue4 still
Added golden guns because I didn't know how to add more weapon variety. So instead I made more powerful weapon variants.
Golden Revolver has six shots instead of five and also fires faster.
you could add a gun that shoots faster and does less damage per shot but you have to type a whole sentence to reload it
But Gilbo, that'd require me to have it work completely differently.
Make a haiku BFG
make a cruddy gun that jams when you make a typo
Now I want to make Far Cry 2 guns that fail to fire at times.
Multiple words before the weapon reloads instead of a sentence
Jamming is bad. Just look at stalker
An ancient magic weapon where you need to type in latin
a racism gun that instantly bans you from every social media and discord
I guess adding guns that have special words for reloading wouldn't be too hard but I'd rather things be consistent across weapons as well.
Jamming can be bad but sometimes it can add realistic tension to a firefight and enforce less "stand out in the open and soak bullets" gameplay as well as maintaining your weapon like a real human would.
However, this typing game doesn't seem like the best place to add a mechanic like that. Maybe pasta labyrinth, maybe, but this seems like it'd be too much of a hassle to deal with on top of having to type to reload.
I'll probably add trash weapons as an extra tier with lower stats.
Like higher spread, lower ammo and other potato traits.
And also make them dirty and dusty.
here bois
Won't open for me
Hammer?
I tried using Trenchbroom and got an error
well what does it say
Something about line 17, I'd have to go back to my PC and open it again. Out atm
okey okey
Yup that's definitely level design, just not good level design.
Making good levels ain't easy
It has slopes
That's some dedication.
just plop them into random doom mob sprites
behold my masterpiece
what is it
I wish I knew how to make masterpieces like that
the best I can do is stretch a cube out until it looks like a triangle sorta
happens to the best of us bud
what the fuck is cooking supposed to mean unreal???
only the Editor shall Act as the chef
imma cook up a mobile fps. everbody loves those...
mobileximum action
its a duck
@unique trellis this is the error I get when I try to open ctf_2fort.map
Yeah seams like it isn't trying to read it like a valve format file
you running an old version or somethin?
Nope, got the newest version
try this one
same exact error
do you get to chose what game to open it as?
yeah
and you're choosing Quake and then Valve format?
Oh I was picking standard
shit sec
so it loads in trenchbroom, having some issues compiling it
oh yeah
add "-bsp2" to your qbsp.exe parameters
ah
it's actually too big for the default quake bsp format
Damn, I actually need a script to compile because I'm Linux
gonna have to figure out how to do this lmao
how do you get ammo to respawn in trenchbroom?
I dont think quake supports that by default
not even for multiplayer maps?
oh yeah thats right
Dont know how that works
i'll just find it on dumptruck's tutorial later, need to figure out how to make a teleporter too
I actually have a decent idea for a map, if you want to gimme them critiques i can share it
sure fam
Progress slowed down a little but the game's gotten a few tweaks
Most of it is me testing different entties and lighting, but it's kind of turning into a map I think. My main issue is it needs to be bigger, for sure.
@wraith beacon that's looking awesome!
I see the next indie hit! Maybe even a nindie hit!
Nah this would be a nightmare to port to Switch.
Or basically any platform that isn't a personal computer.
Most of the dev time today has been spent reworking the UI a bit.
Made the UI 3d objects because I wanted it to be effected by the post processing and I hate performance.
@unique trellis Looks pretty good bro
i'm almost done with my modding endeavor
well... ignoring half life 2 maps, mind.
but having done episode 1 and 2 is already quite nice.
@unique trellis sounds good considering it's my first map ever. I'm thinking I might just make the cathedral room fucking massive, and then have a second level of rafters or something where people can fight.
here's a tank i made with the limited ass knowledge i have with blender, consider every flaw a design cause my feelings would be hurt otherwise
T A N K
Does look like a neat turret thing
Merged Painkiller and Dusk movement into one mod.
They can be swapped on the fly
https://youtu.be/HrZrI7jbPPo
Also: Dusk movement will be much more faithul to the original game in the next update
Thanks to a thing I learned while working on PK movement
this is awesome
Music will not be in the mod of course it's just something I did to make the video a bit cooler
how about the jumping sounds?
Absolutely beautiful!
I plan to do more movements in the future.
But after I release this I will be done for some time.
ZScript is actually pretty close in certain aspects to C and other languages so some codes made for other engines can be rewritten in Doom with relative ease.
But Dusk and Painkiller are not open source (which is totally fine of course) so it is more about me spending hours figuring out how to emulate the games' behaviors.
And I learn as I do it since my ZScript experience before I started this project was 0.
Dusk movement will really feel a lot better when I release this update
dusk isn't opensource, but there are plenty of tools to decompile .net code
"also in general I'm not too concerned about people ripping my crappy assets lol. If your standards are that low go for it :3"
-david
I'm sure you'd be able to get what you need
Hey does anyone have a bone model I can use
ask Skele
Ight
finna boing
@wraith beacon dude, those could make for some interesting platforming!
Added a falling and landing animation,
That looks cool!
THE SPIN
It's stupid adorable.
that's a big yeet if i've ever seen one
https://streamable.com/s39ka
doin the doom mod
Anybody know where I can go to learn modelling for enemies?
Yeah, thanks. Instead of a search engine prone to error and erroneous results I came to the place where the experts who do this for a living are, in the hopes that my expectations of good answers would be met, but google works too right?
I think the "use google" thing is only logical when it's a very simple question that could very easily be answered by google
when it's very specific like "where can I go to learn modelling for enemies" I think that's a more reasonable thing to ask other people on a discord full of people who know about crap like that
Learn to be a douche at the right time and place instead of just being a douche in general
it’s called a joke lol
seriously tho
there’s tons of online classes and tutorials
i wish i could be of more help but i’m shit with modeling
and i meant you could google places to learn
and why wouldn’t you try googling it first?
blender has a ton of tutorials on their site
i guess you could look at those
@low thicket The Contaminated mod for Doom is coming along great, I see.
haven't worked on contaminated in ages
this mod i showed here is my first mod that i put on the forums
though i've changed a bunch since the last build
@low thicket that looks fucking amazing dude I fucking love those animations n shit good job
One of theese days, kegan will finish GMOTA
@wraith beacon Type To Reload is going to be the next Hotline Miami but adorable.
Virgin SPV3 vs Chad Halo Reach Evolved
The only problems Halo Reach Evolved has is not being able use the energy sword and the idea of making the DMR into a battle rifle
Meanwhile SPV3 just decides to cram in new weapons, enemies and vehicles, and imo not properly
Also not to mention it causes missions like Truth and Reconciliation to become extremely unbalanced
If you ask me all they really should have done was just add brutes, drones and weapons from reach
Just so fix the continuity problems Halo Reach brought to the series
https://streamable.com/bh7z4
Added yaw-weapon sway and UT style dashing.
Can be enabled for both Dusk and Painkiller movements.
Will be adding UT style movement along with wall jump sometime after release (double jump has already been added)
Thanks to ZScript you can edit most things that were hardcoded until some time ago
I am basically rewriting chunks of the player movement code
Before ZScript you could do some of this stuff creating script that would execute on top of the player code but this is more efficient.
It's like in Unity or UE where you build up the player however you want
But of course those two are still more powerful than GZDoom
Witness the TRUE power
what did I watch there
the Mario model from Super Mario 64 DS in doom
the head is a separate model controlled by a bone
(gzdoom doesn't support bones, so magic had to be used)
That is peak dooming right there
iconic
n1
SRY I DONT WANT TO OFFEND ANYONE BUT IS MODDING SCENE NOW IN HANDS OF MANGA SCENE?
Wut.
What
Damn I can't believe newblood handed over the sdk development to the Manga scene
Non manga mods have been declared illegal last year didn't you know that?
Also: no Mario the floor is for walking not falling through you old fart
I like the gun's bobbing animation.
Is that the still view bob code applied to weapons?
It looks like it
yeah, there's a bobbing anim and regular bobbing on top of it
though im sure you're all happy to know
Discussion about ZDoom
v1.1 is out and all the things i've shown off are now available to download and play
time to play through scythe 2 again i guess
Hey look... the round things!
what are the round things?
round
I love the round things
does anyone have a link to download DUSK textures?
we don't officially allow that until the SDK launches later this year and as such we won't be able to help you here
damn, guess it's quake textures for know lol
if you're making future maps for DUSK then quake textures are more than fine as placeholders
you'll be able to swap them over to DUSK assets very easily with the SDK
yeah, the mass replace textures feature in trenchbroom is going to be a life saver
how similar to hammer is trenchbroom? I've only ever used hammer and am wondering what I should expect when the sdk drops.
I mean trenchbroom primarily wants you to work in the 3d view
@narrow flame check this video https://youtu.be/gONePWocbqA
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time awa...
I may never get into quake mapping but trenchbroom features are breathtaking
@unique trellis thanks
will it be possible to do mapping in something like j.a.c.k? since it also supports quake mapping
neat!
Are Dusk dude and Quake man the same size? Do I have to scale my maps differently for Quake and Dusk?
The scale is different, yeah. I believe @keen bear can give you more info on that
Roughly speaking,i believe the direct scale is something like 1.66
That said, the SDK has facilities for scaling maps, so you could still design with Quake in mind
That is really convenient, nice.
Honestly it might be better for everyone if we just make Quake->Dusk scale the default
So you just map for Quake scale and Dusk's different scale is accounted for
I'd imagine a whole lot of people would want to port every Quake map under the sun
But I'm not sure what q1 vs q3 scale is like, wed have to look at that
Ideally q3 is the scale I guess?
Q3 is the "main" format focus yeah
Yeah figured
Q1 is mainly supported because at the time TrenchBroom had very limited Q3 support
(and because it makes porting Q1 maps easier)
Q1 mapping community is also more active than Q3
It does
They're handled via a separate "brightness" texture
eg, the mage has a separate texture that ensures its eyes remain bright
and in the case of the switch version, if its of any interest to you, colored fullbrights are handled via a mask
but its functionally the same effect
yeh
Dusk has the advantage of a better developmental history and better hardware that was supposed to be run on it
Quake is Wolfenstein 3D, Dusk is Blood
Dusk is call of duty
So Dusk is hard?
quake is good
Okay boomer


scary thought
Just call them losers on Twitter
Some of the additions I've done.
What is this? A mod?
No it's a standalone game.
oh cool
Only in Modding general because there's no #gamerdev channel.
It's a topdown shooter where you type to reload your gun.
Memes.
The idea mostly came from me wanting to make a game about the letter H.
what's teh significance of the letter H?
It's built in UE4 so aside from the engine yeah it's built from the ground up.
New Blood memes.
cool
it looks cool. I like the disappearing wall when you go in the room. Kinda like Diablo
when geo gets in between the cam and player
reinstall the game.
doom mappin
👍
looks kinda simplistic, gonna add more detail soon
Looks good. I know nothing about Doom mapping.... are these textures your own?
yeah, i made all these textures myself
the sprites for the foliage are from clipart, i forget who made them into sprites but they were available on the zdoom forums
that's cool though dude. I want to make my own for quake at some point
other foliage was also made with pokemon sprites lol
i maed a test texture last night to see if i could do it properly.....
my map will be amazig
lol
Pokemon sprites? Niiiice
i usually generate my textures
generating sand and then making it seamless + quake's palette
or other palettes, whatever makes it vivid but fitting
👌 so what's the idea behind your map then?
i was hoping to make a bit of an odd mod
the last mod i made was just a gameplay mod, but this time i was hoping to make a mod that relies more on the environment and puzle-solving as opposed to doom-styled combat
people seemed to really like my last project though
so idk if it's gonna be too successful, it's more just me exploring an idea i had
go for it dude, it sounds great and if you're having fun exploring even better 😃
i had some ideas for equipment the player could have
like what>?
as an example, i had an idea for a crossbow that acts like a hookshot, a guitar you can use for a pretty wide array of interactions with other characters, maybe some kind of explosive you can use to blow up walls
and a machete you can use to cut tall grass
on top of that various inventory items like keys and stuff
lol love the guitar idea
well it's to tie into certain aspects of the story, the protagonist is a wandering bard of sorts
also because i wrote the menu theme already and i thought it would be cool to imply the player is playing the menu theme when you open the game
https://soundcloud.com/joblez/beyond-these-woods menu theme's here but i still gotta make the intro scene
made by me whistling and playing a crappy 5$ guitar. credits to fl studio reverb 'cause this track would've sounded like shit without it.
made 7/10/19, released 7/11/19
edit: hit 100 follows, thank
haha that's actually cool af
Unless that is an ukulele shaped or hello kitty guitar the hands are too big
You should either scale up the guitar of scale down the hands
makes more sense for it to be smaller since the protagonist is travelling
used my larger guitar for the sprite but the scale is based on a crappy 5 dollar guitar i used to make the menu music
lol I really like this. Love the gloves, adds that ectra hobo touch 😄
only thing id say is that surely he'd want full finger less gloves? Assuming he uses the all on his left for fretting the strings, and picking with the right?
i also quite like that it's a small toy guitar style lol
do you play the guitar? I do. I would hate to play with covered fingers 😉
but it's no biggie, I'm just nit picking lol
i kinda play, in that i know enough music theory and took a few classes on how to play, but not enough to really solidly play
like i wrote the menu theme with that cheap tiny guitar but it was really detuned at the time and i knew what notes i wanted to play on it
but i don't really have good technique
it's a mod for doom 2, i had a few ideas for the name but i haven't settled on one proper yet
the concept is that it's more focused on exploration and puzzle-solving than combat alone
using the tools the player can find to unlock new areas and have dialogue exchanges with various characters you meet along the way
sounds neat
For something like that why the doom engine
tbh it's just because i've been using the doom engine for a while
you can do alot with the doom engine
i remember awhile back someone made like, a fully 3d looking game using the doom engine
To that I say, modders have had 25+ years to figure every detail about the doom engine out. And newer stuff like gzdoom allow full 3d maps.
quite interesting to see the improvements over the years
How's quake modding scene compared to Doom?
If it is a smaller guitar than it's fine, good job the spriting looks excellent
How's quake modding scene compared to Doom?
Not too up to date with Quake modding scene but my feeling is that it's smaller than Doom's and it revolvs more around mapping than gameplay stuff
Release of ZMovement coming soon
https://www.youtube.com/watch?v=HAY7cLrNVYA&feature=youtu.be
Featuring:
- two movement modes: a much more authentic Dusk and Painkiller;
- two custom bobbing animations + weapon sway;
- double jumping, ramp jumping, UT style elevator jumping, crouch sliding, dashing, and vertical flips;
- everything is customizable.
Quick and lame showcase of ZMovement, an improved, refined, and expanded version of my past Dusk Movement mod. Release coming out soon after some final bug t...
i mean when someone makes https://forum.zdoom.org/viewtopic.php?f=19&t=62366 in gzdoom
Discussion about ZDoom
i feel like its a safe engine to pick for a smaller game
That looks fucking stunning.
I never could bring myself to actually play through TC
I've installed it and booted it up about 4 different times but never actually done much with it
why's that you think?
because it's not exactly a combat kind of game
it's cool, but, at its core it's fundamentally different from most games I play
fair enough
Go HOP or HUA or whatever is the mod-I-patched's jumping sound
Featuring a much much improved Dusk Movement and all new Painkiller movement
https://forum.zdoom.org/viewtopic.php?f=43&t=65095&p=1108403#p1108403
Discussion about ZDoom
Nice work! Now I can't wait for UT-style movement in Doom
I almost typed Dusk at first.
QC:DE released a new version with the last champio: Daniel Garner.
Download the patch and play as the Painkiller guy with the Painkiller movement
https://forum.zdoom.org/viewtopic.php?f=43&t=65095&p=1108403#p1108403
Discussion about ZDoom
working on a mod for the navy seals mod for quake 1
replacing every sound effect to higher quality ones
rendering showcase videos takes ages
@unique trellis oh damn nice! Gonna give this a download.
👍
https://twitter.com/HellishMess/status/1153206278073638913 Poopy announcement is poopy.
Thanks Hatsu very cool
I just realised I made a typo in the subtitle.
Frick.
Can I say it's intentional like last time?
Reflects the quality of the product
^
Pro gamer tip don't retitle your game the same day you announce it.
And also use spell check before you make the logo.
Personally I just google the title
that way it will spell check it and show me anything else using that name
Adding a Trowel.
Trowel time
SIP
Shoots dirt boulders.
bruh moment right there trying to type iron
Yup
lmfao
thanks i hate it
Incredible.
Just a heads up for the people that'll go to QuakeCon (The table should be near New Blood's booth)
It's nothing "official" or "sponsored", Wartorn's bringing some projects from the doom community there, so there's gonna be a setup where you'll be able to try it
He made my day considering that I won't be able to attend Quakecon, it costs too much for me, especially with a 12 hour flight, hopefully people will have fun with my stuff and the whole show in general!
Oh, that's even better! Have fun with it!

Dope
man trying to light a big room in Quakespasm is a bitch
I mean there's a couple different light settings
you can also try using "-bounce 1" in your light compiler
gonna have to figure out if I can even make it work with that
I'm working on Linux so the compile process is a bit different
".\light -bounce 1 ~\maps\mymap.bsp"
or whatever
Waves
You're making some real progress!
ZMovement updated to 1.0.2
- added UT2004 style weapon bobbing
- improved the way code distinguish between ground and hopping movement
- fixed an issue with Dusk movement where you would speed up out of control when jumping out of water
- elevator jumps can now be executed at any time while going up an elevator. Upon replaying UT2004 I realized this is how it functions, it is really my fault for assuming a game would respect real life physics
- when elevator jumps are off, jumping is not allowed on raising elevators to avoid annoying jump spamming
- complete rework of the crouchslide. Now the code is much cleaner and it feels better
- now you can double jump when you execute a dash```
https://forum.zdoom.org/viewtopic.php?f=43&t=65095&p=1108403#p1108403
Discussion about ZDoom
what tools are you guys using for mapping?
TrenchBroom? some of you seem to be using maya or another 3d modelling program. is exporting to a file readable by dusk possible?
Not sure yet since the SDK for DUSK: Dawn isn't out yet but TrenchBroom is considered as the "official" level editor for Dawn
The SDK will load quake1 and quake 3 .bsp files
Finally working on a level that isn't the canyon graveyard
Actually I'm going to merge it into the Canyon graveyard.
"Finally working on a new level"
"but actually no"
^
It just feels like it fits in with the Canyon Graveyard for some reason.
Like it's some grave robbing factory.
Something feels really off about the water, since it has a smooth motion but then choppy texture animation
I think either the texture should animate more smoothly or the actual waves should be made a little choppy too (maybe in sync with the texture animation?)
@jolly storm we need the zawarudo
@vapid stone could we possible get a mod where this plays when we use slowmo?
Bruh , why not Time Stop , lmao.
Everything is frozen in time while you move.
ZaWarudo is comming.
Okay I changed my mind again, it's a separate level again
Careful, you may summon Civvie by doing that.
Yes but are other sewer levels dedicated to making bad fertilizer out of horse poop
I think not.
Is the Dusk SDK out now?
Not yet.
You know the seven deadly sins?
Making a sewer level is the secret eight sin
If you call it poop factory it may slide through though.
It's a combination sewer level factory level.
Than I guess it's alright
It'll probably barely qualify as a sewer level.
just dont make us tread through water and make the hallways so thin you can only move straight and youll be fine
Scratch that, make us swim without being able to attack and put alligators in and make it a straight line
Half-Life 2 GMan is a Stand User , his stand is The World.
Part 3 but it's Half-Life , after hours of fuckery , i bring you the JJBA's The World Sound Effects.Put together from scraps. Not for Download , yet.
This took so long to debug
didn't want to do a second take on that one?
This was my second take.
oof
Look I wanted to sound like a cowboy when I said it.
I didn't do.
Okay changed it.
This is a totally necessary feature.
cunt should turn the screen upside down
Anyone looking to collaborate for a project in a similar style to Dusk? My ability to animate and model is limited to mecanim and unity's gameobjects so I could use the help.
I wouldn't mind helping but I'm also really busy with my own projects so my ability to help is limited.
My sound design abilities are limited but here's a reload sound
@unique trellis Is this WJ based on anything specific? Can you make it so that jump-off direction is based on mouse direction?
I coded from the ground up the walljump to be part of the next update of my ZMovement mod.
You jumo in the direction youare pointing with you directional keys and you can only jump away from walls just like in the UT series
And you can prolongue the walljump with a double jump. Or you can continue walljunping as long as you got a wall neaby
Campfires
How Sherriffs Type is a souls-like confirmed
Campfires are checkpoints
Nah they're the level exits.
When you delete the default cube.
@andrewpprice
@tonroosendaal
@BlenderArtists
#b3d #cgi #eevee #blender https://t.co/PjpT9cCsUW
4476
15903
I tweaked the Trowel so it felt a bit less useless.
Parkour!
https://streamable.com/thg2o
maybe a suggestion; since you're trying to put together a bunch of games' movement systems, you could add quake's and potentially not have to do a lot of work by copying this
http://git.jinotra.in/ijon/quakemovement
it's under the DO WHAT THE FUCK YOU WANT TO v2 license so you don't have to worry about that
I know about ijon's 300 iq work.
Although i wanna do it from the ground up sometime in the future cause i wanna bring CPMA style.
Also i would have to radically edit the code anyway to implement all the stuff i already have
YOU'RE GOD DAMN RIGHT @wraith beacon
Horse

I still don't know how it's going to fight.
Clearly you just type horse and it goes and kills things
that's how horse works after all
I'm thinking it works kind of like mysterious stranger from fallout. You have a small chance for the word "horse" to come up, and if you type it first try the horse fights for a short time.
Nah the horse is just an enemy.
:(
You mean you have to shoot that poor thing?
Oops I made it too cute.
Look, an animal companion you find at some point in the game will instantly boost its reception. Fact
True.
D-Horse step aside. We have H-Horse now.
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
- added walljumping, wall sliding, and double tap dash trigger;
- extended the range of some sliders. For example now you can lower the base speed down to 10 u/s (requested feature);
- general code cleanup and optimization;
- fixed an issue where sometime weapon sprites would warp when using UT style bobbing;
- renamed all sv_ and cl_ CVars to zm_ to avoid mod compatibility issues;
- included all variables I had forgotten to add in the reset to default bind;
- some bugfixes I forgot, I am sorry I have been away a few days for work in between mod improvements and did not write down the changes.```
TLDR Walljumping/WallSliding
Discussion about ZDoom
@wraith beacon will there be day night cycles in Type To Reload?
No, each level has it's own ambient colour though.
what game is that
Did a small update to ZMovement to make walljumping more reliable
https://www.youtube.com/watch?v=E5VuJ6VCm0Y&feature=youtu.be
quick update video on the games progress music: https://www.youtube.com/watch?v=Xv-a5SCbsgQ&t=
I'm really conflicted on what I wanna do regarding game dev. I wanna do doom mods still but I also wanna go next level doing unreal stuff
The first Golden Souls 3 demo is finally out! Try out this new sanbox collect-a-thon adventure! Get it here: https://forum.zdoom.org/viewtopic.php?f=19&t=650...
Great trailer!
UT movement coming real soon https://streamable.com/6xyx6
HU HEUH
Unreal has some funny player sounds
Fun fact: a year ago I was extracting sounds from Doom 2016 and an entire pack is made of amateurs saying stuff like "Oh no please don't kill me!"
Lol I found the folder where I saved some of them and there is one that says "Don't you have something to do"
As well as a VEGA one "Holy...F*ing shit"

Now you can wall slide on "curves" too
https://streamable.com/ylpdt
ooh, nice.
doom's movement is historically wonky as hell on curves, so that's cool to see
I force velocity
At the start of the slide I store the direction vector player is going then multiply by the speed player was going before the slide started
Vel.XY = SlideVelocity;
If you force code to overimpose Velocity it will ignore whatever is the friction ground/wall is trying to slow down player
neat. i'm assuming this is zscript?
Yes
i haven't messed with zdoom modding since before any of that happened so it's all basically witchcraft to me
This is where it is at right now.
https://forum.zdoom.org/viewtopic.php?f=43&t=65095&p=1108403#p1108403
Next update will add UT style movement, improved wall sliding, other improvements, and a few bugfixes
Discussion about ZDoom
To be honest I only know ZScript for what concerns Player Movement
A few months ago I decided I would learn how to manipulate player movement with no prior ZScript knowledge and I learned little by little
But ask me anything that is not related to overriding player's virtuals and I know almost nothing
well, i'm impressed at least :D
Oh thank you! I am a fan of your work on Saturn X
yay
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
ZMovement 1.1.
The changelog is too chonk so please look it up in the forum thread.
TL:DR UT movement and everything else better. Particularly the WallSliding
Discussion about ZDoom
I hope you're having fun with the #goldensouls 3 Demo!
You're completely free to explore the map at your own pace, but at the same time you can master the movements to perform some pretty crazy skips such as this one! I feel like speedrunners will have a blast with this! #...
Love the new movement abilities
Making this to take a quick break from TTR.
Plan is for it to be like Donkey Kong 3 but not poo.
I love your art style so fucking much.
oh shit
btw my first map using doom builder
Did you just bootleg Dweller in the darkness from Dusk?
no im remaking it in doom
or atleast trying to
I made soft shadows...
They kinda suck for point lights RN though.
Gotta fix them seams
Y'all ever spend like three months with a concept and you never fully develop it then you finally realize it was a lost cause
hmm
well I have spent months opening a project, staring at it blankly, and closing it each night before
Is that kind of the same?
sort of
I'm retiring the minigun from my game
already got a ton of weapons and the minigun seems pretty useless with the other weapons implemented the way they are
ah
I am more of a level designer myself
some of my woes include deleting hours of work because I decided on a whim that i hate it, only to regret it minutes later :P
I try not to do that as much anymore
What kinda game is it? a shooter of some sort?
yeah retro fps
there are tons of pictures and I think a few video links to showcases of what I've done somewhere in this channel, just ctrl+f from: vythern in: modding-general I guess if you're interested
finally got a modeller for my game though which is nice
unity
I'm almost ready to show off the new weapon actually, things goin good
wonderful
I am in the process of building a small episode for doom 2...been working on it for the better part of the year now
progress there is slow but steady. mostly cause I am sorta lazy, and also cause i have a 16 month old lol
thanks
looking forward to finishing it
The level I showed you at qcon got some more thing placement done this week and it's finally (pretty much) done done
of course once i "finish" all the maps I gotta bug dew (and others I guess) to give me some feedback
@jade sable I think the map I showed you might end up being my favorite in the set. it's just so cozy and filled with cacos
awesome, i'm glad you're happy with how it's shaping up
it definitely made a strong impression from what i saw
I was really anxious about that map at first cause I had no idea how to actually balance it, but it's turned out to be pretty fun I think
It's a blast to playtest cause each time I get killed I get to hop back into a big rocket melee with cacos
pluuuuuus, the music that ad_79 is writing for it is superb
can't wait for ppl to hear his soundtrack. it is ace
😀
might try to get somebody to do an interpic and title screen for me, since i don't have an artistic bone in me
@coarse token That Demon model is sleek.
Visually, it reminds me a bit of Alastor from Painkiller.
Using the horse to test out the new turret enemy.
I'm loving it!
Good shit.
looks great!!
So, i've been trying to get back into mapping, after aprox. 2-3 years of not doing any map from scratch.
Oh swwweeetttt
looks like a decent start
I wonder if you could connect any of those disparate areas together in some ways, to give the level some interconnectivity
One thing I like to do is just take a high level look at my map and see if there are void gaps between two areas that I could connect in some intriguing way, to give the level some cohesion
I like the shapes you're using for your rooms -- some orthogonal, but the northmost room in particular has a nice angular shape that could be used to setup some interesting architecture
like I wonder if the rooms next to it could be connected in some fashion. maybe on different height levels so it's like those two rooms are peering down on the player....or maybe the player is peering down into those rooms
sorry for wall of text. i am enthusiastic when i see other doom mappers :D
If you ever want some feedback on your maps I'd be happy to give em a whirl
sound advice i'd say 👌
its better tham my few months efforts on one map
Haha well that can be the case sometimes
Sometimes I go for nights where I just float around my map in 3d mode like wat do
This was the third map i've did on this week, but as you may notice, i've started running out of mapping fuel at the right side of the map.
It is not completed yet though.
I do basically sketch some layout (whatever i feel at the moment) with developer textures, then add some entities and test the map several times until both the layout and items balance feels right, then go to texture the maps.
Since I have several active doom projects, the current theme of the maps are undefined.
i've been attempting to break out of the "90º square-like" walls, so i've experimented with some oblique/angular designs. and changing sector heights way more often than previous creations.
(then later realized doom 64 did the trick by adding rotated floor/ceil textures instead of oblique sectors.)
i'm thinking to share those maps next week, still tweaking some stuff.
Looks nice! Are you working on an episode?
Here is what i have been working on this week
this is slated to be MAP05 of my WIP episode
pretty happy with how this one is turning out...layout is about 70% complete. just need to create an area behind the red door (the south east part of the map)
and of course, place monsters lol
it's not really quite as large as you might think...without monsters you can run through the whole thing in like 2 minutes lol
with gameplay it'll probably be max 8-10 minutes long on UV, which is my typical target map length
That's actually pretty big considering if you were to just run past everything you could generally run through most base doom levels, even the larger ones, in like a minute or less
However it probably still isn't quite as big as it initially appears if that zig zag up there in the top left is about the size of the one in E1M1
It's maybe 1.5x the size
the blood pit around it is much deeper though
but yeah you're right that the maps in this episode will all on average be longer than most stock doom 2 maps on a casual playthru
buuuut none of the maps are gargantuan like deus vult or something like that :)
they feel much more directed and focused while you're in them too I think. the overhead shots make them look sprawling and wide
That looks quite complex and interesting.
pavera layouts goood
If I've learned anything from doom wad makers
it's that you place chaingunners on high ground far away from the player but where they can aggro and shoot the player before they can ever spot said chaingunners
you put 10 archviles in the same room
and you put 5 spider masterminds in the same room as those archviles
and then like 500 zombie riflemen and one imp
That is not evil enough, archviles cannot resurrect Masterminds
I'm currently not working on an episode, but just making random maps or whatever I feel for the sake of doing something.
Eventually, if I get enough maps, it might be possible to convert it into an episode once I figure it out the proper theme for the maps.
Each map is meant to be played with pistol start, so getting the right balance is a must.
That being said, i've also added "secret speedrun switches", so that means there's more than one way to complete the map.
These switches are hidden is player cross certain linedef, so, getting those switches are way more tricker than usual.
What you do is place a wall of imps and revenants, cacodemons spawning from the sides, chaingunners in the distance sniping, and archviles in the back where you cannot kill them first because there is a sea of meat standing between them and you
@robust ridge typically even in an episode each map is balanced for a pistol start, so you're good on that front
@near mortar @unique trellis lol. well this isn't going to be a slaughter wad, but multi-archvile encounters do happen on a few maps. I try to make it fair though, and overall i'm going for a mid level difficulty
I kinda have to, otherwise i wouldn't be able to beat my own maps
and I prefer putting chaingunners right up in your face rather than a ledge far away where you can't reach them
way more personal that way, and you can blast em faster
None of the wads I mentioned were slaughtermap wads either
yeah true. the term slaughtermap gets thrown around way too easily these days
I was just making fun of the tendency of Doom mapmakers to just decide that difficulty = spamming archviles and hitscanners and pain elementals and crap
Even Romero is gentler than that
I'd say to that -- play on a lower difficulty, if they're implemented (which they ought to be)
but I agree though that UV is still often very poorly balanced
my rule of thumb is that I should be able to beat my own map without saves roughly half the time
maybe a little more than half
from there I'll k inda just retune certain encounters for HMP, and then easy mode I'll make truly easy either by giving you more blue armors and soulspheres or just removing all the high tier monsters
I dunno, it's not really a science
i just wing it and hope it's fun
re: archvile spam and yada yada, i think this is due to a huge disparity in average skill level of doom players between highly dedicated members of the community and the more casual audience that bigger name releases end up reaching through platforms like RPS that do writeups on the cacowards
Where community playtesters will be like, yeah this is awesome woo really intense and fair --- others who come to doom expecting generally what they got in Doom 2 (or who see plutonia as the apex of doom difficulty) are often in for a rude awakening....and this is where I think it's really important that mappers strictly implement their difficulty settings
Me personally, I probably lean towards the in-between zone where I am sorta used to it but often dial big name wads down to HMP cause I just wanna have a good more casual time
Most people nowadays plays doom with mod's though. I'm designing this maps with vanilla on mind (though who knows if i'll port them into any mod's of mine eventually. idk for sure)
If you make a map with vanilla in mind you ensure some balance. If you make a map with a custom mod on mind, that might make the map unbalanced for vanilla but right for the mod.
yea I am also a vanilla / limit removing mapper
and yes you do get a lot of people saying like, why isn't this balanced for brutal doom or whatever the latest hit mod is...when the levels were designed around the balance of vanilla enemies and gameplay
we got a lot of that when BTSX e1 came out, same with doom 2 the way id did haha
I played a map just recently that was like a really small arena with a few shotgun shells and like 4 rockets, and it expected me to take down this teleporting horde of mancubi and arch viles and I was like lol no
maybe I just didn't ration my ammo perfectly to strike the exact balance that map required, but that is not my gameplay style at all
anyways sorry I am kinda rambling now cause I just love discovering other doom mappers in other discords. @robust ridge looking forward to seeing your finished maps!
I'm stubborn so I'm always going to play on UV
To me the game is constantly budgeting your resources properly down to figuring what weapon kills which enemies in the least amounts of shots and at what range it's appropriate to use it and such, but at a certain point it basically breaks down into just shoot the meatwall until you either run out of ammo and die or it gets down to a few enemies you can punch/chainsaw to death, or use the pistol on or whatever
yes I have a problem with that actually
A lot of mapmakers are really good at aesthetic and technically even layout design and then just fall into going with as much crap as they can shovel on the player for "challenge" once it comes to placing enemies
I don't like levels that make me essentially circle strafe a mob of high tier enemies and pound flesh for minutes
it's boring to me, I like maps to move and progress quickly while maintaining a high degree of action and challenge
well
action, and occasional flairs of high challenge
Sometimes a huge battle can be satisfying especially with an appropriate break afterwards but to have that just be the map, one huge never-ending battle against a fleshwall is always kinda miserable no matter if you can beat it easily or not
"shotgunning barons" is the term that my little mapping group used to use to describe exactly what you were referring to heh
it can be one thing to have an intense close quarters battle with a baron of hell, but it's another thing to place barons in your way in a lump just for the sake of it
especially if you can't eliminate them quickly
I've also seen it done with pinkies and even imps in high enough numbers
where they're not even threatening technically with the right movements, so you're just sat there for like 10 minutes as you just chew through shotgun ammo
yea
again, enemies best used in tight quarters where they actually pose a threat
sometimes I like to give players a group of low level zombies and a bunch of rockets as a reward, cause it can be satisfying (to me) to blow through a wall of gibs in an explosion of catharsis
it's over fast and it's a nice spectacle
yeah pinky demons are seldom used in an interesting way heh
I rarely use them myself because they typically just become cannon fodder, and not the fun kind
Type To Lain.
Yes.
Lain secret confirmed
Lain to ReLain
is this paid WAD
Nope to both... well kind of @hazy sorrel this is a standalone game and the first chapter which this level is from will be free.
that was hedon joke
because it look like something doable in GZDoom
I suppose its possible, but nah this is in unity.
Well its being ported to unity.
Originally it was running on the bge
BGE?
Blender game engine
oh blender
I love only being able to have 18 enemies at most in a level at once before the framerate tanks to 40
I mean it had alot of porblems
Mostly because they basically dumped it
I got pretty far with it but I was running into so many issues I grabbed a bud of mine and we started moving it all into unity
Best decision I've made
because it look like something doable in GZDoom
that's cos it was did in gzd

i don't get it either, but you can make your own game with gzd
for the longest time you couldn't tho, eventually they made it gpl-compliant or some shit
The game on the whole has been immeasurably improved via the unity port with so much stuff that wasn't really all that possible in blender. But this is a trailer which should give you a vague idea of what the game used to look like https://youtu.be/avtBrapKGnM
Welcome to the action-packed joyride that is Viscerafest! A fast-paced single player first person shooter with nonlinear level design, resource juggling, sec...
Used to in capital letters
what's that music
Ok 😐 ...
mad props to your composer tho
Yeah he's amazing
He also did the music for qcde
And quakecon this year
I mean like I said the first chapter will be free so you'll be able to try it before putting any money down for it
dont get me wrong but i dont see anything appealing by the trailer
besides music, level design (or more like its geometry) and color palette
Like I said, that was what was in blender, which tbh... i cant help but look at and cringe now.
ill try it out but i dont think im gonna love it from the get go
unless you make fortnite

Once the first chapter is done it will be going into a publicish beta. Which will hopefully be sooner rather than later. We've done alot to build upon what was initially setup and I'm rather excited for people to see what we've done with it especially with how positive everyone was about the jankness that was the bge build.
what doom wad has the best dead simple clone
none of them because dead simple is dumb 
doom 64
heres something new im working on 😄 https://twitter.com/Akselmo/status/1161439159841689601
Foresty stuff. It's a start! #gamedev
I need to come up with a name for this project. https://t.co/pcYTplA8sj
looks pretty cool...kinda reminds me of those early elder scrolls games
Same actually
rise of the claymore
RunEscape
Bro, I've always wanted to play a modern game inspired by daggerfall, graphics and all
That already looks lit
Thank you, it's gonna be much more simpler game because I don't have the resources to make anything as grand
But it's gonna be first rpg I've done
Is the terrain procedural?
nah
I am gonna design all the terrain and dungeons
probably use somekind of procgen for dungeon layouts tho
Main menu concept for TTR.

https://twitter.com/HellishMess/status/1161829198735933442?s=20 I kinda stole the DUSK intro video.
Hatsuace
https://twitter.com/doom_txt/status/1162040547575390208 this is the most beautiful thing i've ever seen
That only adds to the charm
And it is like 2 bugged frames if I see correctly
1 is a misaligned sprite and then there is 1 frame with no sprite on screen at all
The guy that made that is in here lol
actually cannot stop getting hacked
H
I like it.
I mean, they are in a western town, the sand gets hot.
Makes sense to me!
It just looks kinda muddy
like it walked through a puddle of mud
Or perhaps that's the dried blood of his enemies
I'll start making the rest of the clothes after I've rigged him.
For now he just has boots though.
lookin gangster

@jade sable oh yeah i made that, thanks i put a lot of effort into the mess called TOO MANY SUPER SHOTGUNS
@patent spade i need to check it out because that tiny shotgun is a masterpiece
its very broken but the last version was made to be "the most stable one"
but i hope you enjoy playin it
ZMovement 1.2
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
- Added customizable friction: choose between Doom and Quake style friction and set how strong the friction is;
- Yet another rework of the crouchslide, now you will be forced to stay crouched until the end of the crouch boost for extra commitment and you can minimally change direction with your WASD (or whatever else you use) but not the speed;
- water and fly movement are now independent code subsections (like in Quake) for behavior optimization, they use uneditable Quake style friction;
- ease of execution of walljumps has been significantly increased, therefore after 2 consecutive successful walljumps you will not get an height boost to avoid spam;
- increased code polish.
- NOTE: if you do not use the reset to default bind you may not be able to move after updating from older versions```
Discussion about ZDoom
Oh don't feel that way, I have been only working on this for 4 months
Meaning: this is the only thing I have been working on the past 4 months
one man's "wow this looks fantastic and complicated" is another man's "wtf are you doing you dumbass"

i've not actually poked around in yer code but shoving 4+ games' movement systems into one package is no small feat
You can ask if you want insights
In its inception it was very rough to be honest but it got better as I learned new stuff with each update
the hud mod i made was my first attempt at anything zscript
never released it, but yeah
the first thing i made in zscript didnt even need zscript... but i did it anyways
ok thats actually really pretty
based it off of warframe's hud kinda
i still want to make it more like it, with powerup counters and the like
this was also a rewrite from a SATANBARINFO version
dont know what that is but very cool
SBARINFO is the old and poopy way of making huds
not very robust, you have to do hax to make more complicated hud stuff
or use ACS
kool,
not very robust, you have to do hax to make more complicated hud stuff
or use ACS
ye so ive heard
ACS is the bane of my excistance
ye so ive heard
ACS is the bane of my excistance
but drek me boi, would you be against me using that hud in a mod of mine?
its discord
but if i ever release it i'd prolly put it under DO WHAT THE FUCK YOU WANT TO license
"whatever you do you better not credit me"
was a learning experience for me and i'd want it to be as such for others
please release im not talented enough to make stuff like that
RE: include licenses along with code you release.
I am not a maniac about having to include a license with my code, cause I mean it is code for a Doom mod not the AI that will solve the Middle Eastern Crisis, but I caught wind that Project Brutality people started grabbing my rendition of the Painkiller movement and throw it PB so I did write in bold at the top of the thread that people are free to use it for whatever they like if credit is provided
i guess having a license makes it look more formal but also my choice of that would throw that out the window :p
just more of a thing telling people you don't have to ask to use what's in it
A new update for ZMovement might come out soon, I just recreated the Build Engine movement.
Lmao it was actually so easy I feel stupid for not thinking about it earlier. What I learned will help me greatly simplify a thing in Dusk Movement
Leaked Type to Reload concept art @wraith beacon
damn he went and did it
At some point
Before HL3 but after the heat death of the universe, got it
Before Asteroid Starball and Pasta Labrynth directors cut come out.
Not too big of an update but I got the HUD looking a bit better.
RUN
Looking good @viscid sandal, purple best color.
What kind of weapon is that on screen?
@unique trellis That is the pung cannon, it fires projectiles that latch onto to surfaces for a short second before detonating, and or burst into shrapnel on direct impact. The explosion does less damage but can instagib most weaker types making it decent for crowds of smaller dudes but direct hits deal far more making it more affective for chunkier targets.
Good weapon
Effectively its the closest thing the game has to an rl taking up the third weapon slot.
Unity build when tho
When its ready, unfortunately things have taken a bit longer than anticipated.
Understandable
I am not a maniac about having to include a license with my code
I do because if people like it, I want them to be able to have fun with it without much headache
it's more of a formal courtesy thing I guess
My rule is that people can do whatever they want with what I do
I do not attach license cause some people in Doom community are way too serious about it
To the point I consider it to be genuinely pretentious
It's a necessary nuisance I guess
Heh, I just write at the top of the threads "just credit me and do whatever you want" and in the readme and that is all I feel like I need to write.
just about enough license I guess
Just copy paste unlicense and call it a day
use wtfpl :^)
...it may be time 3 years later
im still working on like a bunch of other things but this is can be done fairly quick i think
damn has it really been that long since tmss came out
....yes
remember it like yesterday lol
yup me too actually prolly the whole reason while i havent found a reason to do anything with it
took me forever before i actually started putting out my own mods lol
made me realize that
what mods have you made?
also it brings a tear to my eye seeing that anything i have made actually goes into googles auto search
theres also blogs and such about it
naku-naru is myo nly mod on the forums so far
but i have another mod i showed on my youtube channel that's kinda dull
it's available to download though
oh yeah that thing it looks great really good job
