#general-modding
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i started in like, 2017 but i didn't really start putting my content out online until 2019
probably because i stopped working in 2018 on mods
Adding any new weapons for TMSS remaster?
perhaps
and then i got back into it in late 2018
im gonna look at your fucking code and theres nothing you can do about it
funny thing is i have no coding expirience before tmss
B) stealing code is cool
lol it's ok
Learning from other people code's is even cooler
yeah
That is where the real deal is
my earliest mods i never released are just reskinned realm 667 weapons
lol
until i started getting better at programming
every time i "steal" code i always credit and i try to learn from it so i dont need to steal it again
and spriting
i fucking love spriting and animating
I suck at sprinting much like anything drawing related, but I do not mind spending hours coding
yeah something about coding in doom is great
i've done a lot of spriting and animating at this point, i've gotten a lot better at it in the last few months
Animating I like, I can do some edits on sprites but I cannot draw from scratch
I would share a cool animation I did for a plasma rifle but it is for a not yet released project so I cannot post here
i actually photoshop guns in high res and make em look cool but then i downscale and redraw over them
i do a bit of rotoscoping
rotoscoping???
render a premade model in blender and draw over it
i made my first 3d gun model recently but it looks like a model you'd see in max payne 1
and it only has one bone
lol better than anything i can prolly model
i usually use models from games and then put it in blender
position it on a camera
and then screenshot and compress it
then draw over it
as an example
the new revolver sprites for naku-naru v1.2
looks really good
That is some smooth animation I say
This is the only modeling I have done (the tentacles in the center)
i use a mix of programs
i use firealpaca to draw and danimator to animate
holy shit you actually use danimator too?
then i convert it into a gif and cut every frame
i stopped using offsets it prints since i kept having issues with naku-naru and overlaying sprites
i actually still use offsets for certain weapons cause it makes them look really fucking nice
like the new A_OffsetOverlay is so cool
the only weapon in naku-naru that still uses offsets is the rocket launcher
which is because it hasn't been changed at all
since 1.0
honestly it's just because it works so well
i was planning on making it function identically and giving it some new sprites
Offset is cool, but I do agree in some situations it does weird stuff. Do not remember exactly which situation I ran into that caused those issues right now
but i can't find a model of a carl-gustaf anywhere
it did a lot of weird stuff in TMSS for example
and a lot of my up and coming doom mod ClusterGun is going to use a lot of offsets
maybe
I worked on a flame thrower that has an alt-fire where player throws the gas canister so that he can shoot it with the SG side arm.
The project had to be Zandronum compatible so I had to code and animate everything using A_GunFlash for the SG raise fire and deselect
That was not fun
ew A_gunflash
It was a lot of writing down how many frames the two guns would take for each step and sync them
Very doable though I must say
and luckily if you A_Offset the main gun it also offsets the GunFlash
Which makes sense
i thought about resurrecting an old mod i made and making it actually fun to play
remember the rad pack?
oh yeah its great
theres one specific gun that inspired me to make TMSS can you guess which one?
I bet it was the Q2 railgun
it was actually the rad pack sawed off shotgun.... the way it just spun you was fucking hilarious
oh and whilst im at it i might as well drop an early version of Clustergun https://we.tl/t-6tLPZZJnjI
steal code, look at it, steal sprites idc enjoy the mess whilst it lasts
been a really long time since i booted this bad boy
๐ฎ
still really proud of that main menu
Fake reflections.
wow I'm reporting your fake relfections
@eternal nacelle you better fucking not.
its too late
๐
I should fix this.
Ghost graves
It's fixed now
LMAO holy shit the air-strike hammer is amazing @patent spade
Ty prolly one of my favourite weapons I've ever made
Support Mix and Jam on Patreon! https://www.patreon.com/mixandjam PROJECT REPOSITORY ------------------------------------- https://github.com/mixandjam/MGR-B...
first thing on the list to remaster ofcourse....The HEXAGUN...either im gonna scrap it or imma redo it, what is for certain is that i'll be redoing the reload animation for the hexagun and ill prolly just make a new gun that makes more sense in line of the reload...or idk ill do something crazy
but first course of action...since i forgot to back up EVERYTHING that i had made such as the TMSS source code. im going to have to get a bunch of sprites back
Aw frick I deleted the destructible class by accident.
Welp I learned that I need source control the hard way.
Good work Hatsu you really did a good job today.
He do quicc progress
@wraith beacon time to make a GitHub/gitlab account.
so we can steal code and use it to create own stuff
Private repo :p
uhhhh dont do that
the real big brain plays are setting up a repo just to push changes to it once a month
Why not dropbox tho? @keen bear
It gets updated live realtime it's great never need to worry about losing anything
one of the most useful parts of github is going back several revisions to a state where your code did something different than the latest changes pushed, it makes it very fast and easy to revert changes you didnt like or changes that broke multiple things
i havent used dropbox in a long time but as far as i can recall it didnt really have any tools that were like version control
Uh oh Barrels.
do they explode?
they're not red, so no
They explode but like all explosive destructibles they don't do any damage by exploding.
Had to re place all of the destructibles
ZMovement with Build Engine movement update coming sometimes soon.
Just finished replicating the jumping with the view height animations https://streamable.com/zaske
awesome
i've been wanting to make a mod with build engine movement for a while
is this mod closed-source or are you allowing people to use the source code here?
It is ZScript
I cannot hide anything
https://forum.zdoom.org/viewtopic.php?f=43&t=65095&p=1108403#p1108403
If you wanna look at staff in it I suggest you to wait for 1.3, other than Build Engine movement it will have significant simplification and improvements on some of the movement modes
Discussion about ZDoom
It will be out tomorrow I think
Functionally everything will be the same but under the hood it will do with less lines of code
And less variables
@wraith beacon breddy cool
yes
Just added society to Type to Reload
David Jokersky
Ok hear me out
Hideous Destructor style health and movement mechanics for Human Fall Flat
You fall 10ft? Well guess what sonny jim, you just broke a bone, better get someone to set it back in place so you can wait several real life months for that to heal
Or you can just use beserker pack to instantly heal it out
Or soulsphere so you just pop stimpack in and youre fine after 30 seconds
@long jetty I think Blender made itself more complex.
Minigun barrel is coming along nicely BTW
in my opinion blender has only made itself simpler since the release of the new UI and 2.8
have the same opinion
just did a tutorial on modeling a ice cream cone
and its suprisingly easy
I just can't animate on 2.8
Cause my textures on my arm rig and my gun are fucked
they simplified blender? took them fucking long enough
camera
Blender Internal and Blender Game were removed so if your materials were set up on those then yeah they'll be hecked.
Me here
Was told that I should use Source if I make a Half-Life fan game. I think that's dumb, since I would probably want to redo all the assets and maybe the physics. I would like a better renderer for sure and I would have a heck of a time getting source to do everything I want it to do
Was also told that the reason I think source (a 15 year old engine) is dated is because I don't use it
I have a lot of respect for the source modding community, but I hate the idea that source is the one true game engine and all others must bow before it
Yeah don't use Source.
Yeeeehaw
Too expensive, working environment ain't too great and it doesn't have a very good renderer by today's standards.
IK
I tried to explain to the modding community why having intermediary formats are bad and was laughed at.
Boomers.
They were like "Dude it's just another click lol"
Zoomers
A few extra clicks and a few extra seconds add up over time, it's really sub-optimal.
I was thinking about making my fan game in Urho3D. It's model format (Which uses the .MDL file extension but is not related to Source or Quake MDLs) has a very easy to use exporter
Select some options once, click export, done
If I need to change some things, just press export once and done
No need for middleware
BSP died for a reasonโข
Yeah, I like how the old BSP mapping software worked, but BSP itself is quite limiting.
I personally can't stand Quake ed and derivatives, Doom editors though are fine.
Static mesh level design is just nicer IMO.
Funny enough I prefer it, at least when using Trenchbroom
That's made to be easy though so not sure it counts
What I'm probably going to do is work on a plugin for Blender to make it a bit more level editor-like. Just quality of life things really. Gonna check to make sure that doesn't already exist though
after much indecision on body type, i made progress on the other half of the chaingun
Dude, you got better
thanks man
Neat!
still can't uv map tho
Did I ever actually send you the plasma gun?
THat's fine lol
also what's that program you use for texturing
Blender
really?
Yes
you make the textures in blender itself?
Yep
Sometimes I make a few extra things in Substance Designer or Gimp and paint that onto the model trhough Blender, but I don't think I did that for the plasma
oh
Nah the game ain't launching this year.
ah darn
Here's a render of the plasma, mostly just because I like this texture.
๐
Thinking about throwing the image in Gimp and painting the highlights to be brighter
Maybe I'll drop a demo this year?
is this Doom Remake 5 teaser
I'm now being told it is a waste of time to make a game and not base it on an existing game. That's probably true if you have released a game previously and it's similar enough to your current one
But, that's not the case for every game
chaingun model is nearing completion
now i'm just wondering if i should have six barrel openings instead of one
I personally have always liked the one but you have to have the front plate be disconnected from the barrels.
yeah...
idk what i want to do with the barrels itself cause i will eventually have them spin
but without the front spinning it may look weird
brrrrrrrrrrrrrrrrrrrrrrt
now to give myself a break since i made two models today and i'm actually going to use one in something eventually
That is superb, dude.
I love miniguns.
Love to see it used in Dusk when fully textured and rigged.
I think I made the Bayou too green.
all you need are these subtle foam ripples around the submerged objects and I'm sold (that is water right)
Yeah it's water
I have an important but kinda unusual question about modding
Does anyone know if it's against Steam's workshop guidelines for modders to depict 3D printed guns? Not using the actual files for their mod of course, but making a weapon that's obviously visually based on a printed gun.
I know 3D printed guns are illegal in some places now so it made me wonder if fictional depictions of them would count too. I'd imagine Steam might wanna play it safe there.
Article "Rules and Guidelines For Steam: Discussions, Reviews, and User Generated Content"
Porn, inappropriate or offensive content, warez or leaked content or anything else not safe for work
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh wasn't this changed a while back?
I guess the takeaway from this is that it's probably not but you'll have a hard time knowing what bans your or not ๐คท
Yeah I wasn't able to find anything in Steam's rules against depictions of 3D printed guns, but I haven't seen any 3D printed guns on the workshop of any game I've checked.
I'm still new to Blender so as practice modeling weapons I made a 3D model of the Defcad Liberator pistol because it's small and simple. (I just based my model off pictures and not the actual print files of course.)
I guess guns are illegal in just as many places as 3d guns are
Yeah
But 3D printed guns are unique because in places where they're banned, the 3D models are generally banned too.
So that raises the question of if it's okay to have a fictionalized non-functional 3D model of them.
I don't think models based off of pictures of 3d printed guns are printable
Yeah exactly.
so the actionability of your models is outta the question
It'd be about as functional as if you printed any other gun from the workshop.
I still need to fix the texture
I'm still learning that part
Also I'll probably give the barrel an actual inside instead of just leaving it as a solid cylinder.
I try to make all of my mod weapons unique in some way, so one idea I'm considering with this weapon is to make the entire gun the magazine (since the Liberator is supposed to be a single-use disposable gun) so when you press the reload key your character just throws away the entire gun and pulls out another one.
duckgame had a pistol like that, it made for the best freaking duels
it was dangerous, but you always knew you could try and bait a shot to get the upper hand, but failing to dodge means you'd get shot in the face
also you may want to "bevel" (???) some of these faces to get a little closer to how the liberator looks
Yeah that's fair. This was literally my first attempt at making a model from scratch and it's extremely simple.
we gotta start from somewhere, just some constructive feedback
I'll definitely make the grip look smoother
I've been considering making the hammer and barrel blue, to give the model a bit more visual variety. Right now it looks a bit too plain just being totally white.
and me, I'm going to bed. glhf
Night bro.
Fancy new bridges
Sick
Made a low precision/dither post process to simulate PS1 graphics
Same technique presented at INSIDE's GDC talk but extended to arbitrary color depths, I'm basically adding/subtracting "0.5 bits", then posterizing to my desired depth
#madewithunity #shaders #gamedev http...
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@wraith beacon you should include more variations of the grave stone
Looks awesome though! (^u^)
I'd love to learn make some retro-styled weapons for Dusk sometime after mod support arrives, but I'd have to learn the ropes to do so.
Specifically Blender.
Yeah I've been learning Blender alongside making weapon mods for Maximum Action
Blender is really awesome once you've got the hang of it
One day, I could get my hands on it.
i see a liberator, the instrument of the boogaloo
Can't wait for dusk sdk so i can make spaghetti western weapons
ye
Landmines
You don't explode and die when you step on a landmine
you just take a nap
you go "ehm" and take a quick nap
Hideo Kojima once met with the developers of Goldeneye and suggested that at the end of the game they show a scene with James Bond visiting the enemy soldiers in the hospital, showing that they were all not dead but just injured
I don't think Kojima has an aversion to showing the fact that characters have to kill people, that seems more like a Ryuta Ueda thing
True, though I think it would be a very Kojima thing to show all of the enemies you've shot at the end of the game, with injuries on the body parts you shot them in
OH MY GOD OH MY GOD OH MY GOD
I just thought of a thing
I doubt I'm the first to think of it
But a Dusk mod for Quake
what about a dusk mod for quake 1.5
running inside a computer within DUSK via some hypothetical mod for unity that lets you play doom within 3d environments
so dusk dude can, infact, find time to play with himself
wait. im a fool. quake 1.5 isnt a doom mod. my brain is bad
No, how bout Duskane Dimensions?
Reverb of the cascades flows along the temple of dm_lister.
Map by: David Will https://t.co/MFgpBge2fa
That's an amazing-looking map.
Lol wrong channel, but that's a good map
Just posted something that didn't belong here
ZMovement 1.3 out. Added Build Engine style movement, bobbing, and jump landing viewheight animation
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
@low thicket feel free to use any part of the code you want, if you have any question DM me
Discussion about ZDoom
awesome man, i'll be sure to check it out
All the actual code is in ZScript/ZMovePlayer.ZMV.
Being ZScript and no ACS everything is open source
Doom Death Train SnapMap is a fast past run to plant the bomb and escape, will we escape before the bomb blows up? Psycho and the Ninja is a newer channel, w...
oh yeah I started doing more work on my garry's mod theater
gonna be 8 of these in different colors
and this, but the lights are a bit... weird atm
nice
https://t.co/uisdnJGani Fourier created a tool to convert #Reflex maps to the #Quake format, and Catalyst is the first one to get converted. Really fun map https://t.co/VWeYsh7Mj2 #arenafps
So if I was brand new to Doom modding, would the best place to start be just working through a tutorial like this? Also, are there any inclusive discords specifically for Doom modding?
http://www.lofibucket.com/articles/modding_doom.html
The best place where to start is this
https://zdoom.org/wiki/Main_Page
and opening up mods you like in SLADE
To see how things you like are done
Thank you!
#viscerafest #fps #retro #indiedev #gamedev #indiegame #IndieGameDev Thought ya'll might want a little more gameplay. https://t.co/0FzY0EjYw8
i'll wait for first episode
I wrote an haiku
Roses are red
Quake is Brown
This game is P U R P L E
(best color)
Movement looks fun i am lookin forward to it
Will you be able to crouchslide?
@unique trellis No, but the game does have quake 1 style bunny hopping which you can chain together with the unreal style dashing to both get up to speed faster and constantly push the speed cap and you can get unreasonably fast.
Hoppity hop
It does require some skill to pull off consistently. You can just as easily competely screw your momentum over if you time it poorly.
Nice
In ZMovement I forbid accumulating speed with wall jumping in hop hop movement modes cause it could have been too op.
Maybe I should reconsider
๐ค

anybody else here use blender 2.8? i'm trying to uv map a model for texturing and the unwrap is coming out weird
good luck
it looks like that bottom one when i actually do the unwrap
i did ctrl a to select all of it but didn't know you could scale it as well
i'll try that
Tuba Thursday
@long jetty are you using smart uv wrap?
i don't think so, no
is this quake format or general?
Quake 1
k thx
have to start with own one
What killed the dinosaurs
when i finish that doom map
The ice age
nice snow effect!
what .wad textures are you using?
Theres a Dusk wad btw
Don't know if I'm allowed to give it out
oh really is it free to download
or were you given special permission?
I think a couple of people have it
Got mine of 500
You can prolly ask him if you can get it when he's online
should I DM him for it?
that's what I did
I don't see any problem with giving it out
Just make sure that you make it clear that it's not "final"
Don't worry bro I just add NOTFINAL_V2(1) - copy to the end of the filename
lmao
Oh and zombie don't overwork urself bro
I throw devs a pizza party, yes?
TL;DR Ion Fury hopping weapon sprites bob animation and improved code
https://forum.zdoom.org/viewtopic.php?f=43&t=65095&p=1108403#p1108403
Discussion about ZDoom
mad lad at it again
I wield the most OP of super powers
Spawns rainbow from hands
TOO MUCH FREE TIME
Pushing things out as quickly as I can before summer is over
@misty sparrow welcome back friend
I've completely forgot =P
@brazen pendant Are you still interested on testing the 4 maps i've did on sept 4th?
i was suppose to share it earlier, but not only I forgot, I was also stopped mapping for a bit.
first time I saw that it just said programmers
or coders cant remember
works for IT in general most of the time
New Revolver

Chunky revolver
I like it!
Right now they're a revolver, Grenade launching Tuba and Shotgun.
The Tuba
doot
Doot.... Kaboom
I can't believe Hatsu stole the tuba weapon from Ducky 2
Noobtuba
grenade launching tuba?
Heh
New sounds.
lol that shotgun at the end
@brittle tide new clickers as well.
That jump
now that's a gun
tuba tuesday strikes again
Hmm?
every day is tuba tuesday
Now I'm concerned
wait it's actually tuesday today
i legit didnt realize
i might just do a tuba mod for a game each tuesday
Fucking I would fund that
Doesn't matter the genre or the year it was made in
One random game each week
Mod in a tuba one way or another
๐ฆ
tuba mod for dusk the tuesday after sdk drops
How the hell did you mod Max Payne 3
I thought that game was so stank that you couldn't really mod it
If thereโs a will thereโs a way
I think there are mods for it
yup
ZMovement 1.3.2
No big changes, 2 bugfixes and included 4 separate txt files (one per each of the movement modes) for modders to use in their stuff
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Discussion about ZDoom
wip animation
neat
uh this one loops... so you bois can get a better look at it. please tell me if you like it or not, or if you think anything can be improved upon
Why does the hand multiply?
uh yeah. theres gonna be more then two hands
lore
oh no, another crappy meme wad
nice people dont know what this is apperently
no no konrad you don't understand its crappy meme mod v2
Even crappier than before!
terry bad

r u o k
Sometime in the future HUH HUH HUH https://streamable.com/vf4l5
you should have multiple sound options for jumping so you can use ranger's HUH or duskdude's HUP
Did it in the past, got tired of maintaining it while making the mod patches
I can make separata pk3 for people to decide which one they wanna load
SO HECKIN ADORABLE
Just finished implementing Quake 3 Strafejumping.
Q1 air control will be coded in the next days.
https://streamable.com/bk2s0
Hey does anyone know where I could find goldeneye 64 models?
in what format
Nintendo 64 - GoldenEye 007 - The #1 source for video game models on the internet!
Is this photo taken in Maximum Action? Looks amazing.
I see.
New weapons
he pew he shoot but most importantly he has to type to reload
He has a thirst for justice, and a thirst for blood
Only violence is the answer to what pains him
Decided to make it so you can walk off ledges, sure it was one checkbox but the game isn't really built around it so um.
We did it gamers, enemies now reload
I've also added more bugs I mean um, features
๐
Not yet
bruh make it happen
The Canyon's been expanded
But will the cactus shoot 1000 needles?
Strafejumping, CPMA included https://youtu.be/V84Sv33dM84
@unique trellis voice actor is janna polzin
I did not know anything about her before you said her name
Discussion about ZDoom
looks at viscerafest framerate and imagines how it would perform on gzdoom at +300 fps
GZDoom performace is pretty bad
To be honest
Cause they added all the post processing junk after 1.9.6
Actually yes, cause it's the only Doom port which allows to rewrite vanilla doom player movement functions
I could grab 1.9.6 and rewrite the player code in C though
Which I am considering
wut
I tried the new ZMovement patch with SmoothDoom and Traiblazer.
So far in SmoothDoom, I can't seem to change the view bobbing types. In Trailblazer, I can't even move unless I start bunnyhopping, and when I stop doing so, I slide on the ground as if it were ice.
Otherwise, still a nice mod.
heh
Reset to default values
Waitit happened to me too I wonder what that is about
@unique trellis I fixed the issue thank you for the report
Discussion about ZDoom
@hazy sorrel for starters its running in unity meaning the framerate is massively docked, outside of unity I've had my framerate doubled at times, secondly we're still optimizing, alot of what you're seeing is pretty newly implimented and we haven't gotten to scraping off the crap bogging down preformance yet, and even so it still runs pretty well standalone as I said.
Heh?
I should clarify when I say "running in unity", I mean the game is being processed in our working viewport.
you're taking things too seriously
Awesreek that video you posted looks really cool
yo, could anyone tell me if it's.possible to make a batch file for doom 3 starting the game with a custom map and a mod ?
i'm looking at console argument right now, but i don't know if it's like crysis or, more closely, modern warfare where you can an fs set game command.
i gave up looking for organic map loaders, so i might as well make batch files.
the modding tools for this game have not been released yet right?
i wanted to have a look at the maps in trenchbroom, is that possible yet?
I assume youre talking about Dusk. If so, no they have not been released yet.
thats unfortunate. there is no other way of having a look at the maps other than playing the game i assume?
Even when the SDK is out, you won't be able to look at the main game's maps in TrenchBroom (because they weren't made with it)
TrenchBroom is purely custom map territory
I've experimented with porting them over to .map files so they're readable in TrenchBroom and other Quake editors, but for various technical reasons it's unlikely to happen
If there's enough demand though, we could probably put together something to allow you to edit those maps within some kind of "skeleton" Unity project
im just interested in general map design and wanted to look at how things were done in dusk. the games maps feel super nice and well thought out. lots to learn from it for sure. ty for the info though.
If you only wanted to take a look at layouts and such, you could disable AI through the console and fly around with noclip or something once the SDK drops
i have but one question about the sdk
inb4 when
will there be support for beam weapons?
You could definitely do that through scripting
i intend to make the gluon gun and several other weapons for dusk at some point that are beam-based
The source code'll also be public so that's an option too, if for whatever reason the scripting support we offer isn't enough
alright
figured i'd ask since projectiles and hitscan weapons seem like a given but i wasn't sure about anything else
I'd love it if there was support for burning weapons.
If there were to be Blood's Flare Gun and Napalm Cannon for example, I bet that would be possible.
well burning is in the game already
you can light enemies on fire
it's just a matter of how you can translate it into the weapon
and don't worry, i will be making a napalm cannon and other fire-based weapons
next weapon may be the doom chainsaw or the duke 3D shotgun
can't decide yet
Take your time.
well, i did my researches, so a poor sod looking to play maps in doom 3 will know you can use an console variable as startup parameter
now i need to know how far i can go, so i can load perfected doom 3 and custom maps.
maybe do that with rtcw too.
wait.
people have been doing this since quake.
๐ ๐ซ
hurray, only took me 20 years to get what people did since 1996
Perhaps this is a dumb question but I've been out of the loop; is the Dusk SDK out yet lmao
nah
you will know. dave will scream it at the top of a mountain using every social media platform available to him
Yeah, it'll be a very loud announcement
Fair enough
Happy every time zombie posts a message cus that mean's he's taking a break from working
lmao
bruh you better be getting your 8 hours of sleep
Rip
alright as stupid as this might seem i need opinions on this.
ok
eyepatch or no patch
Depends.
One is a chonkster.
One is a pupper being raised to kill men with a knife attached to its back.
mmmm alrite gotcha
i got one more
he's a store clerk btw thats as much as im willing to say without to much info
also open to ideas for a store clerk dog lookin thing
when sdk
bruh
gibe
no
๐ฆ
Scientific proof human kind can indeed achieve beauty
lol
This does not belong here
alright i think ive chosen a design. he might have expressions idk
this may look like a super easy edit but the amount of things ive edited and manipulated is insane
7 layers + some adjustments to make it work in a lower resolution and maybe like a bunch of expressions
This is for some kind of mod?
yes
Ah gotcha
whaddya think? good or bad?
not really
Level designing.
needs 3 more keycards
Eh that's just Blender's random object colouring.
I mean the keycards
Oh
If they are not colored in the colors of the three primary colors your game will become literally unplayable; I don't make the rules bud
it needs more hitscanners
no hitscanners.
please
swapping = true;
Invoke("swappingFalse", 0.42f); //okay the actual animation time is 0.567 seconds because I keep forgetting animation time is out of 60 and not 100.
//THAT SAID, THOUGH... Imagine if you could fire before the animation finished? Spending less time not doing badass stuff, and more time shooting?
you can get away with more cool stuff when you're indie
Don't ever put hitscanning enemies in your game
hitscanning enemies itself isnt a bad thing, it's how you use them that matters
i hate that you cant put parameters on an invoke
If it took an Action or Func<T> you could, using captures
btw I'd recommend doing Invoke(nameof(swappingFalse)) instead of putting a string literal there, since that way if you use your IDE to rename the function you don't have to go back and change the string
you could implement it with something like uh
Coroutine InvokeDelegate(Action action, float time)
{
return StartCoroutine(InvokeRoutine());
IEnumerator InvokeRoutine()
{
yield return new WaitForSeconds(time);
action();
}
}
then you could do InvokeDelegate(swappingFalse, .42f), and if you wanted to call a function that takes parameters:
InvokeDelegate(() => Method(0, 2, 4), .42f)
that's smart, and i am not
lmao
when dusk vr haha lol
unity in general relies a fair amount more than I'd like on strings a lot of times
animator.play(, Invoke(, etc
tags
etc
Most of those ones make sense for the most part
I'd prefer integers
It's just when dealing with stuff like functions that it feels really off
Raw integers would be very odd, I'd go with an enum
which you can sorta still do
fair enough but simple number simple life to me
enum AnimatorState
{
Run,
Die,
Walk
}```
I have to relearn enumerators every time I use them lol
then you could do animator.Play(nameof(AnimatorState.Run))
shit font
I'll just stick to doing doom mods and doing decorate
maybe youll make a good one
Meanwhile
ive been struggling trying to make an npc just talk. nothing wrong with the code...i have no idea what it could be and ive been at it for 3 FUCKING HOURS
r u sure you have proper map format
udmf yes
Barn
The uvs are still hecked but I'll fix them and the actual geometry eventually.
The H Barn
Split into multiple meshes incase I need to hide or show different ones.
It's looking like a gam_ now
old picture
๐คข
says the guy with Baka in his name
Steev.
both of you be quiet you have anime profile pictures
Reminder: you're a weeb if you've ever posted in #529092878560133140
(T_T) that hurts
hah, ive never posted in #529092878560133140
wrong
nani
oh i just checked
also, this is the wrong channel for calling out weebs.
just gimmie a moment, gotta commit hara kiri
no, you mean seppuku
hara kiri is for people who still have some honor left in them

Lately, I've been seeing how I could potentially replace the sounds of Dusk's weapons and seeing what fits best.
I think most of these sounds I was messing with would fit with the weapons.
Like this, for example:
[MIDI BFG DIVISION by Nabernizer] D4V is a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them) 100% vanil...
Good mod, got a update more recently
Love it, too!
I know there is D4T, but that's entirely different.
Doom 4 Vanilla is legit.
Aye yea they both set out to do different things with a DOOM 4 flavour
Welcome to "season 2" of the PB3 series ! In this season, we will cover classic DOOM 2 with one of the newest builds of PB3. The entire campaign will be sepa...
The good brutal doom
theres no such thing as good brutal doom
there is more poison in that type of coke than in normal coke
shut up zoomer
d r i m k
no zoom zoom zoomies
zooming is for scopes
nothing. its a fun mod and you should play doom how you want.
it just annoys doom purists and those familiar with the creator's history.
Brutal DOOM and pure doom are two totally different games and should be treated as such.
Some areas are incredibly easy in stock doom but incredibly hard in Brutal DOOM, and that holds true the other way around. I've played Plutonia on both stock and brutal and the experiences are completely different
Brutal DOOM is fine, it's just a meme hating on it at this point, the creator has made something great with it, but the creator himself is a pedantic piece of shit
So, separate art from the artist, I say
point illustrated perfectly lol
Thanccs
to you both
Yeah, Vyt's right too
brutal doom's still bad on its own merits tho
its bleh
I personally don't care about the gameplay itself, my complaints are related to the fact that it is a bug ridden fest with a lot of poor coding, and a lot of people look at it thinking there is something to learn from it and keep perpetuating the same poor decisions
you cannot complain about code
because some of the code is borrowed from other wads

The code that is borrowed is fine
(not really if you dont credit it)
Borrowing code and not crediting is not cool of course
not leaving the credit is one of the sgtmark4 features
New Blood Kart
big john car when
Soonโข
It is worthy!
that is incredible
What is this?
a thing hatsu made
does it have a name?
"New Blood Kart"
https://twitter.com/Awesreek/status/1172756392404557824 https://twitter.com/Awesreek/status/1172743685559259136
#screenshotsaturday #viscerafest #fps #retro #indiedev #gamedev https://t.co/1QQbQ6kTR9
#viscerafest #screenshotsaturday #indiedev #gamedev
Credit to @SaraKpn for the art. https://t.co/QyaqHamo0A
@viscid sandal unity build when tho
On no she bored
not accurate
@viscid sandal movement looks a lot of fun.
Would it bother you if I add a movement mode in ZMovement inspired by what I see in the videos you have been posting
Viscerafest hype
@unique trellis. Not at all go ahead, momentum is gained by forward jumping, strafing slows the player down, but the player can use the mouse to turn without losing momentum, and pressing shift + wasd allows the player to dash.
Sweet
I already know how to do that.
Do you use a dot product between vectors to slow player down when strafing?
Sounds like the opposite of Quake
Um... well for one I'm not the one who built the system a bud is working with me on the game, but secondly this is running in unity.
So not really sure vectors are a factor
mind if i ask why strafing is slower? is it to encourage a sort of zig-zagging movement instead of circle strafing?
If thatโs the case I kinda like that
it's certainly interesting, can't say if it's a good or bad idea without playing the game though
I see
@analog pollen the intent was to encourage bunny hopping more than strafe jumping. It also means more skill is required to pull it off in the heat of combat, and making a fun skill based movement system is what we were aiming to do. You can also chain it together with dashing to get up to speed faster and push the speed cap.
You'll also be able to tweak some of how it works in the options menu, you can swap it between holding/tapping spacebar, the major difference being your speed cap will be smaller if you change it to holding since it doesn't require as much skill to pull off, as timing your jumps with tapping requires a bit of effort.
sounds interesting
Viscerafest take one https://streamable.com/drx1w
I just overimposed the airdash on quake as of right now.
I have not written the custom ViscerafestAirMove() yet
Yeah, was just mentioning because I'd forgot to say it earlier.
One question though: can you change directional inputs in mid air?
To make myself clearer, if you hop in Painkiller from the moment you leave the ground till you land again you can only move in the direction relative to player that you were pressing on ground (if you were pressing forward on ground you will only move forward in the air)
But can freely change direction with mouse
You can move in the air just as easily as you can grounded. If I'm pressing W when I jump whilst in midair I can press S and will start going backwards, and turning with the mouse has the same level of freedom.
Nice
I assume it has a mediun strength directional inputs.
Is there some kind of air friction after an air dash? Like you speed up but then your speed goes back down to a predetermined cap?
Momentum carries over, but yes you don't retain the entire burst of speed.
Np
if i could mod dusk i'd definitely mod the rats to glow green, and the wheeze would be replaced with "oh hey civvie!"
evil
their death cry would be "this is politically motivated violence"

Trying to get driving to feel good
He drift
I'm thinking like you could have "forward" momentum and then make it harder to turn the bigger it is
rn it looks like it's just add movement towards the current forward
That you say is a natural consequence of friction and the output values of the directional inputs
If the value of the inputs does not scale up the more speed increases it should be like that
Yeah it needs to be a bit stiffer
And generally speaking yeah the faster you're going the more it should take to turn
So weird seeing demo pulling out a hitscan weapon
Let alone a silenced one
Like spy watches are the invisibility power up
Just finished my Goldeneye 007 - Facility Map on Red Hot Vengence
Now im going to try making it on Maximum Action
Parallax is annoyingly hard just because of these very minor issues. https://twitter.com/Goldthumb8/status/1173236245851529218
Slight rework of the Leatherneck, changed the chainsaw to look less Phallic and also made the colours a bit duller and more cohesive.
yyyea still looks pretty phallic
Does removing the blood help or should I just double down on things looking phallic?
I think if you could make it thinner it wouldnt appear that phallic
I mean the "blade" seems way too wide to be a chainsaw
Better?
yea I think that's alot less phallic
ofc if you can pull off "double down on phallic" I bet it would be cool as well 
I think if you added a red square and a small handle where the blade joins the kart it would make it clearer it is a chainsaw
sounds worth trying
you aint gonna know it's a chainsaw unless you recognize the driver is a leatherneck
Top coolness would be if he drove with one hand only cause the other is flinging the chainsaw around
I love this btw
Hack of the century
This is going to be what makes the AI and technically player not able to strafe, it's pretty nasty but it works.
add strafe jumping
Now your speed decreases after the airdash until it is a bit faster than the speed you had before executing the dash
https://streamable.com/rqi9w
@tranquil oracle Yo remember how you mentioned unity's reliance on strings was really annoying?
I just had to reanimate a weapon because I renamed the prefab and all the animation controller parts didn't match anymore so it wouldn't work.
Too bad Unity's devs never fixed it.
@unique trellis noice
the chainsaw needs an actually rotating chain methinks @wraith beacon
AI progreess
it dosent move
Exactly
sound of progress
i love h game
where's the O shaped enemies with winchester rifles in type to reload
Mars
type to reload takes place on mars?
Nah.
a mars western sounds pretty nice ngl
Isnโt technomancer a Mars western sorta?
I'll admit that I'm kinda focusing on New Blood Kart as a quick break/side project from TTR.
wrom rwom
And right now I'm still trying to get the car physics to feel right.
it's good to take breaks from a main project every now and then
one suggestion for nbkart though
can you stick a spinning axe of the black labyrinth on the champion's kart
@viscid sandal hey sorry if I bother.
What are the rules for executing a second air dash after doing one?
Do you have a cooler like xx amount of tics have to pass before you can do a second air dash or is it like QC clutch where if you air dash you can only air dash a second time after you stop hopping (being on ground but not pressing the jump button)?
There is no limit to air dashing except that you cant air dash whilst you are already in the middle of a dash. @unique trellis
And its np
I see, i am gonna make it so that if Air Dash speed surpasses the speed cap it rapidly decays back to the top speed
Makes sense
I even added a thing where the speed decays starts a few tics after you gain the dash speed boost
Feels more satisfying
good stuff
Thank you!
We did it gamers, the game now has some kind of gameplay maybe.
cartdog when
cartdog before or after SDK?
Nah Type to Reload is still happening it's just it's delayed by New Blood Kart
I don't know when New Blood Kart's going to be launching, I only started dev a few days ago.
new blood kart releasing november 14
cartdog before or after SDK?
https://twitter.com/TheNewBloods/status/1166220138871263232
looks good to me. ship it
Kartdog might be a reskin of Leatherneck though.
So what would the Amid Evil-themed kart be?
IDK I'll ask Leon when he's awake.
Also me redoing the Leatherneck asset is kinda likely because the rigging is pretty poop.
authentic to the real models ๐
Heh.
if you want an idea of what the skeletons for the dusk enemies look like
I guess but I just kinda want everything to have a shared rig if possible.
imagine the bone structure of the humans from Wall-E
Because I like reusing assets
at least dusk's enemies have skeletons
Lol
next time we'll morph animate them ok? for the authentic quake wibbly vertex experience
@unique trellis noice

@wraith beacon you better deliver Dusk Kart
I hope Dusk's unused content will be easily accessible in the SDK
It's New Blood Kart, not DUSK Kart, and yeah I do plan on finishing it don't worry.
I hope Dusk's unused content will be easily accessible in the SDK
This has been confirmed previously
watch yourself soon dave will become executive producer
And he ll turn this into shitty twisted metal
yea cant get around it. that thicc chainsaw blade looks like a dick
even more so on that thumbnail
looking good on that mp4 :D
ai deving.
why the screenshake tho
Screenshake happens whenever something crashes, the ai kept crashing.
Yes that is the plan.
You should make the screenshake only happen within a certain radius of the crash
It is it's just the radius is hecked
Oh no!
Okay I fixed the problem
A weapon to surpass Metal Gear
NEW BLOOD CULTIST EARTHSHAKING KART
Glad it's fixed
working on a new enemy https://youtu.be/x91F36FMGVw
a whole lot of small details that add up
I was being ironic
Of course they feel powerful
The entire world shakes when you fire them
screenshake is fun as long as it doesn't get in the way
doesnt show in this clip but the "skybox" is actually a bunch of screens, has a little CRT buzz if you touch them
yup
i still want to know whats the secret of coin
what secret
you shoot the coin
nearest weakpoint, which is usually the head, but will target a charging projectile if available to cause that to explode instead
coins increase the damage of your bullet and you can use them to shoot around corners

That is actually a cool idea
Maybe after i am done with ZMovement i will make it for GZDoom
it's a nice balance of being stupid, cool and actually somewhat useful
Balance does not matter when you have to make something that cool
Slap a cooler on it
Guess who made a bat
Not me!
But it's for my game still, so I figured I'd post it here
hey, do you know what you could do with the chainsay?
I think you could make it big at the base of it and make it smaller and smaller as it goes, just like the leatherneck's chainsaw
maybe that'll make it look a bit less phallic?
Self-shadowed parallax mapping
The AI is still big stoopid but now they attack I guess.
Soon I will.
hatsu will this have online multiplayer
Maybe.
ZMovement but it's better and with an airdash.
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Discussion about ZDoom
@viscid sandal I have not added yet a Viscerafest air movement but I will do it for the next version.
Right now I just added the airdash and improved the code base in preparation for the next (final) version.
That gun is brutal
that's some schut
thank ya
I have no idea what I just made
The topology is total ass, will probably remake once I figure out what it even is
spooky
You ever just make a spooky box
2 spoopy
messing with vertex precision?
Where I learned about it I think they called it vertex distortion
where did you learn it if I might ask?
I looked into a it a few times but couldn't quite understand how to get it working
I mean right now I'm just modifying the mesh, I'm pretty sure you're actually supposed to use a shader or something
@sharp vortex You're interested in vertices moving around randomly or do you want it to be based on some factor?
If you want a PSX effect
I have made those before
Not too hard, and there are plenty of existing shaders that do that online
My shader is really only different because it is a surface shader
ive been thinking about starting a retrostyle project for fun too but im wondering if the weapons in these games are made using animations or just moved around in code
at first i was moving them around in code but i switched to animations because it's much easier to make good feeling animations when animating by hand instead of through code
doing it through code is a good quick way of doing placeholders though
u know if amid/dusk does in code?
could you do a gun like in your video in just code?
would i have to like split it into 4 different meshes then lol
you can rig models in blender or whatever you want to use and then move the bones through code but at that point you'd get much better results with much less work by just having an animation with 2 keyframes in it or something
i dont know about amid or dusk but i'd wager they're at least partially hand animated
you can do anything in code but unless it's really simple like just moving a thing from one position to another it's much, much quicker and easier to animate it in animation software
and considering how important good feel is, you'd probably want to animate
looked your old videos did you just use static meshes and rotate them in code etc?
yup
with the revolver originally it was just that when you shot with it, it would snap to a predestined recoil position and then slowly move back to its original position
well if its possible would give it a try lol
i mean possible like if i wouldnt feel stupid later and have to switch to animating anyway
of course it's possible, but there's a reason i switched to proper animation, something really simple like that doesnt feel nearly as good
either way it's real quick to do so no harm done either way
if i were to make animations for fps
first person
then need to be meaty
otherwise i would felt unsatisfied
yeah, and impactful animation is much more complicated to do in code than just with a couple extra keyframes
