#general-modding
1 messages · Page 57 of 1
pretty much yea
Here are some more Viscerafest gun sounds I've been doing. Sorry if twitter does weird stuff to the audio
https://twitter.com/markiemusicpro/status/1198817705001775104
Sound designing guns is really fun. #viscerafest #fps #retrofps #boomer #guns #sound #sfx #unity #indie #indiedev https://t.co/6djKPEyf0Y
Sound design in this game is gorgeous
I've been trying to make a realistic way to simulate velocity in Unity, where the player continues in the direction they initially started travelling regardless of the rotation of the player, which means that when I call controller.move(velocity), I can not use transform.transformDirection inside of the .move call. So my solution was to make it so the direction the player keypresses in is transformed and then added to velocity, but this is producing erroneous results when rotating the player. Anyone know how to solve those errors or perhaps improve my script?
I know y'all are really good with this kind of thing.
if(Input.GetKey(KeyCode.W)) { velocity += new Vector3(0, 0, this.transform.transformDirection(movementSpeed * Time.deltaTime)); }
Followed by characterController.move(velocity * Time.deltaTime);
Doesn't the normal rigidbody handle stuff like that
try not using transformDirection
if(Input.GetKey(KeyCode.W)) { velocity += transform.forward * movementSpeed * Time.deltaTime); }
Maybe but I'm using a character controller
I'll try to use that line of code and see if it works
after I finish watching this chess championship though. This is lit
wait I figured it out
I think my line of code would work fine, but there is another line after it
if(velocity.x < maxSpeed) { velocity += transform.forward * accelerationSpeed * Time.deltaTime; if (velocity.x > maxSpeed) { velocity.x = maxSpeed; } }
So I guess the velocity after being transformed technically isn't going to be maxSpeed in most cases, which is probably where I am getting my erroneous results
well that wasn't it.
Why are you only checking the x value
I'm checking all of them, that is the if(Input.GetKey(KeyCode.D)) line
``
if (playerController.isGrounded)
{
if (Input.GetKey(KeyCode.Space))
{
velocity.y = 10f;
}
if (Input.GetKey(KeyCode.W))
{
if (velocity.z < maxSpeed)
{
velocity += player.transform.TransformDirection(0, 0, (accelerationSpeed * Time.deltaTime));
//if(velocity.z > maxSpeed) { velocity.z = maxSpeed; }
}
}
if (Input.GetKey(KeyCode.S))
{
if(velocity.z > -maxSpeed)
{
velocity -= player.transform.TransformDirection(0, 0, (accelerationSpeed * Time.deltaTime));
//if (velocity.z < -maxSpeed) { velocity.z = -maxSpeed; }
}
}
if (Input.GetKey(KeyCode.A))
{
if(velocity.x > -maxSpeed)
{
velocity -= player.transform.TransformDirection((accelerationSpeed * Time.deltaTime), 0, 0);
//if (velocity.x < -maxSpeed) { velocity.x = -maxSpeed; }
}
}
if (Input.GetKey(KeyCode.D))
{
if(velocity.x < maxSpeed)
{
velocity += player.transform.TransformDirection((accelerationSpeed * Time.deltaTime), 0, 0);
//if (velocity.x > maxSpeed) { velocity.x = maxSpeed; }
}
}
applyFriction();
}
``
This is the full thing
The issue with transformDirection when calling .move is that if the player turns the camera/looks at something else, then their velocity gets transformDirection()'d again, causing them to curve/swerve essentially.
I need to know how to add velocity in the direction respective to the player's axis and then call .move
Vector3 velocity = new Vector3()
CharacterController CC;
float friction = 1.1;
float accelerationSpeed = 2;
float maxSpeed = 6;
void Update()
{
float MovX = Input.GetAxis("Horizontal");
float MovY = Input.GetAxis("Vertical");
Vector3 wantMove = new Vector3();
wantMove += transform.forward * MovX;
wantMove += transform.right * MovY;
wantMove *= accelerationSpeed * Time.deltaTime;
velocity += wantMove;
if (velocity.magnitude > maxSpeed){
velocity = velocity.normalized * maxSpeed;
}
velocity /= friction; //apply friction
CC.Move(velocity)
}
something like this maybe?
I'll try it. John carmack and romero figured this out for DOOM, should be possible with 25 + years of programmatic improvements.
lmao
Jakob got it right.
You were making a huge mistake trying to limit each component to the max speed instead of the component. Also you were not limiting it properly.
The magic word is
Velocity = min(velocity.magnitude, maxspeed) * velocity.normalize;
I suggest to only limit the XY velocity, also including Z in the limiter might not feel great depending on what you are looking for.
You will also want to decided wherever to apply frictionc only when player is on the ground (Quake) or air as well (Build Engine).
Final note: do not look into the Doom to learn anything about movement code. It's the worst movement i have seen
This is lit. Another example of me not knowing what tools I have available in Unity. Better to learn about the transform.forward and .right now than later I suppose. I'm going to have to figure out a couple of things but it works as intended now.
thank y'all
also
@unique trellis nice leg
also try using ´Input.GetAxisRaw´ cus I think ´Input.GetAxis´ has some smoothing on it
yeah getaxis has smoothing
I converted it over to wasd because I like the way the convention looks and I don't plan on adding controller support until near "release."
I do not know how thi translates into UnityScript but this is how i condensed the player movement inputs in one line for my Doom mod
Vector2 Acceleration = YOUR_DESIRED_ACCELERATION_VALUE * RotateVector(SafeUnit2(cmd.forwardmove, -cmd.sidemove), PlayerViewAngle);```
Maybe it can come in handy i do not know
Nah having it be an axis is far better.
The script I'm writing now is actually a remake of the script I'm using for my most recent build of my game; The old script works and stuff, but only at fixed framerates, so I'm rewriting it to be perfect. I've got what I need at this point. Thanks though.
as far as i know (which isnt really that much) you cant really rebind axes in runtime though so would suck for rebinding controls
@unique trellis The script you wrote still has the same problem; the direction the player travels still changes based on where they look.
So you want player to move north if you are pressing forward regardless of where you are looking?
Unlike every game ever?
Oh wait I guess I get it, if player is moving north when you were pressing keys you want it to keep moving north after you let go of the keys regardless of where you are looking?
No, so imagine the player presses w, they should move forwards right, if they turn to the left, they move forwards, duh. The issue is that when you transformDirection() the velocity, then the direction changes too.
Take for example, if the player accelerates to 12,0,0, and then turns the camera, that 12,0,0 vector is going to change to something else, but I need the player to continue in that direction instead
The player's rotation shouldn't influence the direction they are being pushed in
Here's the scenario:
No friction.
The player presses W, accelerating forwards to a speed of 12,0,0.
The player turns 180 degrees. The player is now travelling -12,0,0, when they should be travelling in the same direction regardless of the rotation
Oh wait I guess your last line is identical to what I said
I was too busy typing to read it, but yeah, essentially that's what I need
Ok so the issue is that velocity is being modulated even when you are pressing no keys right?
Yeah, if I call .move(transform.transformDirection(velocity)), then the player's velocity changes based upon rotation
I need the player to continue moving in the same direction regardless of rotation
While also making their velocity increase relative to their rotation.
What Jakob wrote should not give that issue.
As you see it's not the velocity as a whole that is being transformed, but only the directional components of your key presses.
Vector3 wantMove = new Vector3();
wantMove += transform.forward * MovX;
wantMove += transform.right * MovY;
wantMove *= accelerationSpeed * Time.deltaTime;
velocity += wantMove;```
Wantmove is 0 when keys are not being pressed
So they cannot change the velocity
I have to leave right now, I'll DM you but this doesn't work presently.
Don't DM me I am not Unity expert
I operate in other engines
Look for somebody that actually knows Unity
if you're using the thing I made you shouldn't need to use transformDirection
owo
"description"
_auto
generated from progs.dat?
Doosk progress
I'll share some gameplay footage later.

S N O W
@tranquil oracle I started off with the .bsp files but they basically only contained spawners
You can decompile progs.dat with fteqcc and find all of the entities in there
It took me a while to upload the video, but here it is...
Please your eyes with this 3-minute gameplay footage of Doosk.
(Feat. "Dusk Movement" by Ivory Duke)
Coming soon (tm) Please your eyes with this 3-minute gameplay footage of Doosk. Due to the overwhelmingly positive reception of the previous doosk video (whi...
Looks real fun, nice!
Thanks =P
and i thought sgtmark's vietnam project was surreal
The only thing I can say is 
But also it looks freaking fantastic just like your Q4 weapon rip mod
Also this is like the inverse of mod it in
Mod it out
funny how he do that
Oh that’s interesting. They still use the vanilla ammo, but they just consume more of it
@hazy sorrel Which difficulty did you play it on
I found everything past the initial General difficulty to be absurd but the actual initial General difficulty to be about right especially if you used monster packs that make the enemies a bit more difficult
one of the highest
i dont remember there were two sets of difficulty
but what i meant is MG is fing powerful in latest release
its more practical than nailgun and hyperblaster
Does good damage at any range ammo is plentiful
And its a starting weapon
Im not sure if its me or MG has close to or even better DPS than NG and HB
and im not sure whats the point of including oblige generated megawad
instead of recommending good wads that would go well with Q4W
yES
@unique trellis
``
float MovX = Input.GetAxis("Vertical");
float MovZ = Input.GetAxis("Horizontal");
Vector3 wantMove = new Vector3();
wantMove += transform.forward * MovX;
wantMove += transform.right * MovZ;
wantMove *= accelerationSpeed * Time.deltaTime;
velocity += wantMove;
if (velocity.magnitude > maxSpeed)
{
velocity = velocity.normalized * maxSpeed;
}
if (velocity.magnitude > maxSpeed)
{
velocity = velocity.normalized * maxSpeed;
} //uncomment this for movement capped at maxSpeed in any direction (leave commented for extra speed when strafing).
playerController.Move(velocity);
``
This is what I currently have yet the player begins to change direction still based on direction they're facing
Something is wrong; Could it be something with the way I'm rotating the player?
``
mouseRotation.y += Input.GetAxis("Mouse X") * sensitivity;
mouseRotation.x += -Input.GetAxis("Mouse Y") * sensitivity;
mouseRotation.x = Mathf.Clamp(mouseRotation.x, -90, 90);
player.transform.eulerAngles = mouseRotation;
``
This doesn't seem like it could possibly cause any issues, it just rotates the game object, and that's it
why are you capping velocity twice
whats the issue here, your character is being steered when camera rotates or something?
It's sort of weird, I don't actually know what is causing it, but yes, the player can sudden;y change directions depending on the rotation of the camera
I just pressed S, and then turned 270 degrees, and now the player is travelling forwards instead of backwards like they should be
I think it has something to do with the forward/.right
.forward/.right would be your issue if say, you accelerate to the wrong direction when your camera isnt at 0
if you can row your character by swaying the camera side to side, you've got some world v.s. camera vector issue somewhere, probably due to rotating the character controller somehow, not sure how that happens in unity
I find that these things are easier to debug and understand if you take the time to actually draw on a board or paper the vector diagram for what you're trying to do
I'm using player.transform.eulerAngles = mouseRotation;
Not rotating the camera, but the entire object
that is likely your issue
I'll try rotating camera only, but I have it set up that way to make animating easier in the future; Wouldn't you end up having to rotate the gameobject itself anyways?
when I do this, I usually just have the model itself be a component separate from the controller
and the camera parented to the controller, and not the other way around like you seem to have
that ofc will give you trouble if you need a complex physics simulation, but for like, simple box/sphere/pill-based colliders its not a big deal
Okay something really weird happened- I pressed no movement keys and then the the player began moving
Is the getAxis thing bound to arrow keys as well as wasd?
by default I mean
uhh maybe
I think that has to be it, because I'm using arrow keys to turn the player
no mouse on my laptop
float MovX = Input.GetAxis("Vertical");
float MovZ = Input.GetAxis("Horizontal");
Vector3 wantMove = new Vector3(movX, 0, MovZ);
wantMove *= accelerationSpeed * Time.deltaTime;
velocity += wantMove;
if (velocity.magnitude > maxSpeed)
{
velocity = velocity.normalized * maxSpeed;
}
playerController.Move(transform.TransformDirection(velocity));
Maybe you're trying to do this?
When you transformDirection the velocity every single frame, then the player defenitley changes direction each frame.
I'm trying to replicate inertia
I would really advice against mixing world and view transforms too
what you're having is precisely what happens when you mix them
Looks like, yes indeed, I need to visit the documentation on world and local space
@coarse token You can use three `s to post code, like this:
```CSharp
code goes here
```
you get syntax highlighting and it doesn't look all messed up
cs also works instead of CSharp if you're feeling lazy
wow what a cutie
i really liked the previous art
@hazy sorrel unfortunately sara had to leave, her sister is taking her place and she was trying to go for a blend of what sara and I did.
looks great to me, less over the top but no longer triggers my uncanny valley as hard because of that
Oh so we didn't make her creepy enough, no prob will fix
no i didnt find her creepy before, just her face and the way its arranged in the older art i'm not a fan of
@hazy sorrel this art will be for the cutscenes (all 2 of them) commissioning a collage of pieces like that for every frame would be... money I don't have
Ah
i'm real glad we get to see her emote, i've only seen the standard grin before these and she's way more relatable now that i've seen these
i was shocked how ending was empty
not to mention art style thats quite simplistic and...not fitting?
but dat look goood
No viscerafest actually has a story that runs throughout, the cutscenes bookend the game, we have the first one done, and its awesome
ion fury's ending was the dictionary definition of "that sure happened"
Yeh
shoutouts to the artist of that pic cause just from that one pic i already care about her and what's going to happen to her
unless its one frame for whole cutscene
Nah, the cutscene uses parralaxing to give the frames more motion, and it swaps frames pretty frequently
That frame I just sent is made up of 4 layers that all move independantly. So as it pans in you get a sense of depth in the scene
Ion fury's are very flat and lifeless, there's little to no motion and the artwork whilst not bad isn't up to the standard the rest of the game sets.
Not to mention they don't actually tell you anything. They're just there to be flashy but kind of fail at that
at least it's not that newest bubsy game's opening cutscene, which is a 30 second clip of the camera panning around a single still image
Oof...
Bubsy The Woolies Strike Back Gameplay Walkthrough Part 1 ►Playlist: https://www.youtube.com/playlist?list=PLjen7U7PlzErraUCRSoXxuucq-6xfjkRQ ►Twitter : http...
i mean just
just look at this effort
Bravo
i'm amazed the newest bubsy game managed to be faithful to the old ones by being shite
Kind of sad honestly
and that's the bubsy way
i can't believe bubsy is fucking dead
and under our floorboards
why did this game even... happen tho
nobody in their right mind actually likes bubsy
@analog pollen may like this one to then
that one not as much because that's like too normal so now i no longer feel like it's really connected to the same character
what a relatable viscera-eating psycho

whereas in the dinner scene she has the extreme grin that's like "yeah that's her alright"

it's a subconcious thing
Ah
still a good pic, just not nearly as effective for me personally
Yeh
what is the context for this pic, if you don't mind telling
spoilers
Specifically in that one she's riding a tram to her docking station where her ship is. But in the context of the cutscene she's introducing who she is, what she does, and what she's like to the player.
ah, aight
This one is on screen for all of like 2 seconds
60 fokken secounds
63 fokken seconds
that's 60 seconds i coulda spent jerkin off
63 fokkin seconds

viscerafest r34 when
smh there's a 2h cutscene on death stranding, and here you're presenting us just a minute?
gittarahere
viscerachest
i hope it wont be in mspaint
When somebody draws it
more like viscerasex amirite
i dont like r34 in mspaint
do the randy thing and start a viscerafestr34 subreddit and then pretend you just happened upon it
k
Nah, I'm not going to encourage it, I just won't shut it down.
Mostly because it'd just piss people off.
no roboporn of ULTRAKILL yet, rly sad...
Quote from markie "if your there's r34 of your game you know you've made it"
Because why even
dont forget to lose your magic tricks pendrive on a restaurant
Oh yeah that to
in my measurement system the more r34 the worse subject
Piling up quotes for the wiki
you know youve made it when someone makes r34 of your college thesis
Including such classics as
this one's my favorite
of course i did the mature thing and put it in the mockup presskit
Lel
if PCGamer can put bathtub geralt in every news article so can you put civvie's weird flex
amid evil's steam page still has civvie's quote about how it makes his dick so hard it can cut glass
in regards to loverboy i can't put my finger on who im reminded of, but not quite mike wazowski
PR is about creating an image, both of a "character" for your game/studio as well as a "value"
so you need to look like you're not some guy who just learned how to use unity a week ago
good thing I never did then
doesnt even matter if you did, you just need to make it look like you didnt
can never get ripped a new one if you never release anything yay
I still need to get a trailer done for TTR.
trailers are hard
would rec looking up the GMTK video on them as well as the GDC talk, those help a lot
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
Making a strong trailer for your game can be a huge challenge, so I’ve collected a bunch of tips and best practices from the industry’s top trailer makers. M...
these 2
I've already seen it.
both?
ah
New feature, enemies change their handedness.
this is cool but new enemies when
ZMovement 3.1, Final version.
So long and thanks for all the fish
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Discussion about ZDoom
gonna put that through its paces, holy hell, chillax or okuplok
think ill go with oku
Best of luck
no luck or skill can save anyone stupid enough to play this shit
You are a much braver man than I am
well I managed to at least get to the spider mastermind in less than 20m
its like playing god damned Enter the Gungeon but with even less ammo and health holy shit
I have no idea how to finish the cyberdemon room because that fucker died too soon and I didnt clear the god damned imps before doing the mastermind one
@unique trellis congrats, this is the first time I'm actually having fun with this fucking unreasonable asshole map
decino tried to 100% it, it was a disaster. his advice was that you should defenitley not try to kill everything.
decino failed this one...?
yeah he had to cheat at one point in the run
he got stuck behind hellknights and had to noclip during his 10 hour stream
fuck off LOL
no I'm serious
Celebrating 30,000 subscribers by killing (nearly) 30,000 demons in this monstrous and notoriously difficult map that will take hours to finish. Will use sav...
idk where in the run he had to cheat but I watched parts of the stream that day, when I was falling in and out of consciousness
a 10:45h run
yep
is this even possible tas-less?
im suffering on HMP and this absolute madman is doing UV
Yeah it's doable. I've completed it on UV, it took me like 8 hours of play between a few different days I tried it. Don't do it all in one sitting like deci lol
nah Im trying to get at least past the mancies
im stuck on the god damned room because the hellknight died too soon and I have no idea what Im doing
cyberd*
savescumming recommended
required***
nightmare TAS
is it even possible to finish this bullshit with respawning enemies?
HOLY SHIT hupping around the revenant shots to crawl back into that room and steal the plasma/ammo/health and back out with the dusk moveset
it's wow
fucking beautiful
this is the dusk sequel Ive been waiting for
Feels good man
the anxiety in this mod is insane, how did he manage to play this for 11 hours straight
its like you're fighting for your life to keep the walls from closing in and crushing you, but instead of walls its a fucking barrage of mancubus and imps
this map looks like cancer holy shit
it's a slaughter wad, they're intended to be endless slogs of enemies
I enjoyed it tbh
ive only beaten it with russian overkill
playing normally i only get past the first 3 encounters before i give up
my problem is that it gets boring when you can't progress, and killing like 3000 pinkies is really annoying
also if you fuck yourself over and have too little health then you either have to reload an old save or restart
that's what got decino, even with 4 separate saves, he had to noclip
yeah it's a single level with 23000 enemies
mock 2 is barely playable on zdoom/gzdoom
last map of sunder chokes
on gzdoom
okuplok will freeze on gzdoom

I tried it with guncaster and its still hard
what the fuuuuuuuuuuuuuuuuuuuuuuuck
its fun but I cant get past the endless barrages of fatsos
okuplok runs on GZ here btw, it gets obliterated on OpenGL but on Vulkan it chugs along
any railgun shot on guncaster that hits a body of monsters makes my PC ask god for forgiveness tho
modless or running with something
modless
how do I turn on the fps counter\
vid_fps 1
70fps start
im running with dynamic lights
🐟
I turned it on to check it, but I dont see any difference
still getting like 45 fps on the first arena
r7 1700 here
r5 2600
I bet your computer shuts down if you try it with brutal doom
Brutal Doom has too much horribly unoptimized code. Otherwise it would be relatively fine
The most powerful Zandronum servers in the world crash because of Brutal Doom
jeez
And i am not even joking
the only mod shutting down server/client irc
is zdoom wars and RGA2
the latter causes some really weird behavior
the performance steadily drops
Complex Doom addons have some code so horrile that if you use certain weapons the servers instantly crash
RGA2 is being fixed by one of the Zandro admins
I do not know the specifics but he said there was something wrong in the maps or something
@unique trellis @unique trellis
oh my God guys turns out I was actually completely on the right track with my transform.transformDirection(0,0,speed) thing, but the reason it kept fucking up was because of the world/local space stuff, and the fact that those vectors all included a Y value.
either way it is proof that I need to visit the documentation more often
I ended up using a child gameobject which only rotates on the y axis, and transformDirection() works with it
This AI let you predict and create new frames in your videos or animations. DAIN project GIT: https://github.com/baowenbo/DAIN Animations Source: Pokemon Cla...
This tech seems like it could really lighten the workload for indie devs in terms of making smooth animations.
aside from some mispredicts and some color blotches, the results are really damn good holy shit
very little temporal artifacts that I can see
a year or two more and some training on how to use this sorta tech and we'll begin seeing some really oddly smooth animations I bet
it's going to steal our jebs
That's the beauty of it
It can't even do that
It just means you don't have to work as hard to get a 60 FPS result
So we can see even more soulless cash grab animated shows and movies!!!
It is cool though, and I imagine there's still gonna be plenty of passionate animators who use it just for the sake of speeding up the animation process and decreasing workload, since it's an absurd pain to do animation even digitally at a high frame rate
and you still need quite a bit of clean up, it seems to alter the brightness of background patterns that arent temporally stable like a house or the race track
it adds some color blotches in places, mispredicts a few motions, etc
so both the actual studio jobs and the sweatshop art shop jobs are still protected for now
haven't 2d animation smoothing been a thing for like forever
I imagine they were but not in as advanced and seamless a form as this
I've seen some videos showcasing movie scenes as well as animations that have had their frames interpolated to achieve 60 FPS but they always had glaring issues even to me and other people who had no real extensive knowledge about how such things worked
Even more recent ones
That one had the smoothest and closest to flawlessly interpolated scenes I've seen yet from one of these programs
You still need quite a bit of data to get this sort of thing working and it kinda crushes a lot of the charm of 2D and stop motion animation IMO.
Also it kinda oversmooths it at times taking a lot of the weight and impact out of it.
Wow check out my new youtube video "COOL ANIME BATTLE BUT IN 60FPS"
Yeah I personally think a lot of the scenes even just shown in that video alone felt weaker with the smoothing
some of them seemed to work better but it's certainly not something that should be applied to every animation or movie or what have you
It only really works when the actual animation is intended to be interped, because if there's any jerky frames or any lack of data it doesn't do too good.
Put that in quake champions and I would finally be able to play at 60 fps =P
Okey so vanilla quake has a use function?
Pretty sure you just smash your face into any interactable objects to activate them
Yeah but I'm looking at the quakec source of func_button rn and it has both "touch" and "use"
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
self.enemy = other;
button_fire ();
};
Might be leftover from Doom
Yeah it's probably just something they cut but left in.
I just made this ebic anime OP into 60fps I wish all anime were like this it's so smooth
ignoring all this quake talk and going back to the animation interpolation convo
That's ok I will save the day
Looking at the code I think it might have been dumped cause it was calling the fire button anyway
So why add a bind for an already existing action when you can just straight up use the fire key
Animation interpolation cool but have you ever seen AI upscaling
@unique trellis the fire function isn't for shooting it
button_fire (); is just "yeah okey we got activated lets move"
I see thank you
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
self.enemy = other;
button_fire ();
};
void() button_killed =
{
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
here's a little more
button_killed is called when you actually "kill" the button when you shoot it (most shoot able buttons only have 1 health)
Oh god the button is dead, I am shaking and crying
DAMAGE NO
What is SUB_CalcMove about?
It seams to be
Move to self.pos2 at speed self.speed, when we get there call button_wait
I don't know why I made this
Me neither
Up, up and away! (The height of your ground slam now determines how high you launch enemies to a somewhat comical extreme)
#gamedev #indiedev #madewithunity #screenshotsaturday https://t.co/g7WZ4MjRYc
Coolshill.wav
ultrashill.mp3
No >:(
That's fine I don't play games for realism
If it gets too absurd you can always cap it
yup
I'm not sure how useful this would be, in fact it seems like it might make it harder for the player to utilize the ground slam
However it is also hilarious so it does have utility for that
I like the change
The ground slam was a really flat mechanic before
And now there's some degree of nuance
Now give enemies fall damage if they're flung by a ground slam
could do fall damage yeah, it does feel like something’s missing at the moment
Make 'em all splat like tomatoes when they hit the ground
@tranquil oracle
LMAO YES
Hell yeah
PERFECT

mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmh
Now that's what I call utility
Tasty
it's an instant kill on all husk type enemies if you can get them high enough so it's very situational but useful
husk type more like dusk type amirite or amirite or amirite or amirite or amirite or amirite or amirite or amirite or amirite

What if I port HDoom to Dusk 😳
You will get a cease & desist from HDoomGuy's lawyer
Unless you ask him nicely of course
Although he's probably already called dibs on that, enterprising one he is
Firing animation seems a little too overblown. Distracting and takes up a larger portion of the screen than it needs to
I like the equip animation though
thank
ill try moving the viewmodel down too see if that makes the fire look better
i wanted the fire anim to be super extra but if it blocks the screen then ill change it
the fire anim looks pretty jank at the moment, doesnt have much impact to it despite going so far and constantly snapping back to position from such an extreme distance looks jank as hell
good rule of thumb for impactful animation (in my opinion) is for the initial movement to be incredibly fast, then hold near its max position for a moment to give the illusion of pushing back at it and changing the momentum, then slowly return back to the original position
just my opinion ofc tho
there is a full anim which doesnt snap back but idk how to get that to work with a fast fire rate
How strong are these dual pistol crossbows supposed to be?
fairly weak
If they're weaker per shot but with a high rate of fire you could probably get away with a weaker looking recoil animation
It'd convey the strength and thus feeling of using the weapon better
Rather than having the whole gun and character's arm getting thrown back in the player's face
yeah the throwing the arm back thing isnt because of the actual force of the weapon
its because the character is a show off and shes trying to use them as flamboyently as possible
for the alt fire she holds both of them sideways
I'd suggest having the firing animation be something like the crossbows being flourished (spun around) instead then
yeah spinning them around would make it clear it's done for style instead, currently it looks like they're super strong
right
you could probably loop that pretty easily for a high fire rate compared to the character slapping herself in the camera as well
and you would also likely be able to easily re-use it for them being held sideways
also you should do it in a way where an arm doesnt have to reset when the other arm shoots, that'll make it seem way less jank
ive already made the sideways anim
could just have them animated seperately
yeah i was thinking that but idk how to make anims run concurrently
i have some ideas but im not sure if theyd work so id have to try them
in unity at least you can have layers on animators so you can set one layer to move all the bones on the left arm while the other moves all the bones on the right arm
obviously the view model would be zoomed in, right?
looks good
should be spun the other way around, using the recoil's momentum rather than going against it
imo at least
i aint a pro animator or anything but i've learned a thing or two while animating for <shill game>
wym by other way around
spin back not for
backwards rather than forwards
yeah it makes sense when it's like that but i think it's cooler the other way around
if you wanna keep it that way that's fine but in that case you should probably exaggerate the motion more to make it clearer that's what's happening
i think ill keep it that way and exaggerate the motion
because if i do the spin backwards with the recoil then theres no time for the pose to hang
it would instantly go into a spin
so atm it happens when she's moving her arm downwards, but wouldnt it make more sense for her to move her arm down and then nudge it down and up to cause the spin? because at the moment it feels like there isnt really anything causing the crossbow to spin
so atm it looks like she's just resetting and then suddenly it does a spin in her hand
shes flicking her wrist but its not very noticable atm
oh yeah, i can see it now that i look closer
so making that clearer should help then
ye
the recoil looks good now though, nice and swift
Eck Blender 2.79
eck blender in general tbh
Nah all 3D software's pretty eck, it's just 2.79 is especially eck.
can you show it from the player perspective too
That just kinda breaks the arc.
at full speed it flows nicely imo
looks good to me
Okay yeah that actually looks better in motion.
ty
the arms do seem like they go a bit too close to center frame but that can be tweaked pretty easily
ye that would be easy
@unique trellis u made models for hdusk yet?
ask david
But David is working on gloomwood
would he actually make that though
No
good was getting worried for a sec
guess i oughta dust this off for the upcoming sdk
ahh hell yeah
this too, which golden textured
i haven't used blender since september so i have to re-learn how to do everything
Going back to your weapon models, I see.
Okay so TTR now has a new font on everything.
Not sure if it's got readability issues or not.
could do with a black outline
Here's the thing, I want it to be readable but not look bad.
Tinkering with ways to make it more visible right now.
a shadow would help as well
i dont think an outline looks bad
without being as "aesthetically breaking" as an outline
Who
Doosk: The chad pre pre pre pre alpha assault rifle
https://streamable.com/8fito
With the wierd fire rate?
why did you have to change it
what was the original assault rifle like compared to the current one
i knew about that one but i wasn't sure if 500 was talking about that or something between it and the current one
doesn't seem to be any inbetween
from when I was digging through David's ancient tweets from 2016
@rare surge from what I understand people really disliked the fire rate thing
some people thought it was an FPS drop
Yeah vythern nailed it
people thought because the fire rate was inconsistent that the game was bugging out or they were dropping frames
@keen bear Me good
My graphics card died
So I ordered a new one on Black Friday
And it just came in
So far it's great
Watcha get?
Dank
I can actually run new games
Rest of your system taking this new component well?
Yeah
Actually kinda shocked by that
Like, I thought my PSU wouldn't be good enough and kill it
But it turns out the new card is far more power efficient
So that's not an issue
Newer cards are a lot more efficient power wise
Like, the store page recommended a 450 watts supply but after googling it doesn't typically go higher than 120
Still gotta do some actual tests to verify this
Oh whatcha got now? Wattage wise
Yea that's would be fine
The 580 apparently ran 451 watts normally
Ha
So I think that's why it died
Not enough energy
Like, it was probably under heavy load at one point and it just damaged it, and after that it just got worse
Worried that may have caused an issue with the supply but have seen no evidence of that
Sometimes GPUs just go kaput slowly after a few years of good use
Rip my GTX 780 Ti
Best card in the world.
Yeah, given that it's a GPU from 2010 that's very possible
Aye had a good run
I got mine sitting on a shelf looking cool
Meanwhile my 650 Ti Boost is still kicking
I wanted to try out a newer more graphically intense game I couldn't run before after getting this new card
Crazy boi
Eh I say mediocre
Ran that really well
But looks good and performs alright
DOOM 2016 will be great
Just need a good GPU and it takes care of the rest, it's beautiful
I want to see how well a Vulkan renderer does
Vulkan in your scenario is ideal
I have heard that Vulkan typically runs better but have never been able to try with a new card
Vulkan didn't like the 580
I'd assume that'd be up to the design of the renderer itself
...
I was thinking about how well serious Sam fusion ran on this card
And it reminded me that SS4 is looking pretty dead
Like, the gameplay video we got looked mediocre
And we haven't heard anything about it after that
The last we got was in April this year, which showcased the grapix and engine. That's really not that long.
I'm sure it's doing fine.
I'd assume that SS4 will be awhile
Croteam ain't a massive studio but still aim for highend graphics and now going for a absurd amount of enemies on screen I don't think it'll come out as soon as people are expecting
From which seems to me be people expected this year?
People probably assumed it was further along in development than it is
Speaking of Serious Sam, I still imagine using the SBC Cannon against enemies in a future Dusk mod.
It'd make a good power weapon for Dusk for sure
at the GPU convo- cracked solder balls give way very easily, if you get a "lucky unit" one its guaranteed a death in one or two years if you're actively using them. the cracked solder joints will pop after a while due to heat cycles making them expand/contract
New Luke Smith video https://www.youtube.com/watch?v=82NBMvx6vFY
"Did you hear that, Stacy? Yeah, it's true: he claims to know about the command line but he still cats stdout piping it into grep in the current year!" WEBSI...
oh my god quake champions rocket launcher DUSK hup noise
in doom engine
crossover episode
The most ambitious crossover of all time
We need to go deeper
Working on building facades.
Nice
Real fake doors
Ur a fake door
So's your mother, which is why I'm knocking her up 
GPU: GeForce GTX 1650 CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz Memory: 8 GB RAM (7.85 GB RAM usable) Current resolution: 1920 x 1080, 60Hz Operating sys...
Source Engine
Man that must have been a nightmare to get working
Haha
Not really
I updated the shadow map resolution
And fixed culling issues
And parenting
Valve did a pretty good initial implementation
I don't remember if dynamic lights worked on fences before
This isn't dynamic lights
It's projected textures
I think it's based on Nvidia code
It looks pretty good though for sure
Especially for source, have had plenty of nasty experiences with the way source handles lighting just as a player, can't imagine how painful it is to get lighting to look even halfway decent as a modder/mapmaker
It's tricky, yeah
I've been just fixing up the visual fidelity for a low-budget mod
Just adding SSAO, corrected projected textures, etc
@wraith beacon
Seen it don't want anything in there.
bruh this costs 200 bucks
you could learn how to make that in like a month for free
yea but that takes way longer
Let's face it game developers most of the time aren't good programmers.
im definitely not
Me neither.
Game devs are still probably more competent than web developers though.
I don't think this is a real house.
real fake house
Wanted posters
The leader of the bold gang has to be stopped.
Butt face gang
Making the posters is kinda fun.
Doomguy with a nailgun...why is he climbing though? 😳
https://youtu.be/x9mM4PWoKkU

There's a bunny farm upstairs
Bunny? Jab you gotta learn nail climbing asap
Those weapon sprites are great! @unique trellis
blueprint video
that video makes me uncomfortable
blueprint
@rustic holly weapon sprites are from QC:DE.
I should add that to the credits. I always assume everybody knows about that mod
They should
I went upstairs but there was no bunny farm 😞
https://streamable.com/wjmh4
But there were misaligned textures 
It's the QCDE's BFG10K.
It was drawn by Franco Tieppo
And it is a sprite, Franco does not use modeling softwares
I finally got off my ass and made a moddb page for age of hell. Tell your mum. https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii
Looks neato
dang, y'all be out here makin tc's for DOOM 2 and I can't even replicate the movement of DOOM 2
new enemy
Gooy
I think the crossbows should recoil less.
They feel like they are firing a rail
But the swirl is really cool
looks rad
nice flourish animation
ty
Some bloke added "Quake Map Support" in the Godot Game engine.
https://www.reddit.com/r/quake/comments/e41r6l/i_built_a_tool_to_use_quake_maps_as_levels_in_a/
https://preview.redd.it/aw0hdjltdv141.png?width=3600&format=png&auto=webp&s=5698868a2e21bdee20e5acf48bac5b1857f1628a
Seems neat, too bad it's using Godot.
Rekt.
From what I've heard 3D in Godot isn't very good.
Ah
lots of dev channels say its better than unreal and unity but its been out for like 4 years and theres no noteworthy games been made with it
atleast that i know of
tf is Godot and why its a bad engine
^
@hazy sorrel Godot is a free open-source game engine. It's supposed to be like Unity but like doritoburrito said I don't know of any actual noteworthy games that were made with it
unity has had plenty of good games tho
ive never actually used the engine so idk if its really bad but if no one else is using it i doubt its that good
The videos I saw on the Godot engine looked like it did 3D fine
I ain't experienced in game dev though so I wouldn't know what's actual dog crap and what's good
I'm sure visually it probably isn't nearly as good as Unity or Unreal Engine 4
But I'm okay with that as long as it's good enough to at least do more stylized graphics well.
Fire where your crosshair is
https://forum.zdoom.org/viewtopic.php?f=43&t=66561
https://www.youtube.com/watch?v=tYDF5rkS4ow
Discussion about ZDoom
Find it here https://forum.zdoom.org/viewtopic.php?f=43&t=66561 The code needs to be integrated by hand into your mod, THIS IS NOT PLUG & PLAY.
uhh what
By default the GZDoom crosshair is not where you fire
If you offset the spawning points of projectiles and hitscans the pitch and angle at which they are fired are not adjusted to make it so that they hit the crosshair
put the crosshair lower down like in halo and make everyone vomit
Literally in the words on the head developer "The crosshair is where you look, not where you aim"
gzdoom crosshair is bad? maybe that's why it's impossible to headshot revenants in brutal doom
I would not say it's bad, it's just that at the time of doom2.exe there was no concept of crosshair and since then no code has been written to actually direct shots toward it after it was added
I am glad godot exists and it is being worked on.
I hope it will improve over time
wow zdoom bad
I'm sure Godot is fine most of the time for 2D stuff but it's 3D stuff apparently ain't that good.
New Type to Reload logo.
two titles?
Hatsu dum
Noticed Godot talk, and I'm starting something with it, seems pretty nice so far, but I barely work on it because lazy + inexperienced is not a good combo.
Kitbashing.
i tried godot once but its scripting language rly turned me off
something abt using indents instead of like braces or function()/end markers made writing and reading code a fucking nightmare for me, so i just decided not to bother
That isn't a godot thing though is it? Just the language it uses?
You don't need to use the language though in godot
Though the language is a Godot thing since it's the only engine that uses it, being GDscript
Can't Godot use a bunch of languages
Yeah, but you'd still be using Godot.
if godot can use other languages i have no idea how
there's a C# version available on their site i think. i don't know how good it is compared to default gdscript though
C# is actually like a good language from what i know
would personally prefer Lua but anythings better than gdscript lol
oh cool theres lua modules available for free
Can Godot do VR games?
Yes
Awesome.
I actually really like the scripting langauge
But there are ways to use other ones
There's a WIP C# build
There's a Visual Scripting langauge that IMO kinda sucks
and you can use C++
Also, because it's open source you aren't stuck with issues in the engine
There are plenty of addons and such that improve these issues
Or, if it's something in the core, you could mod the engine itself.
That's assuming you have the ability
I just like it so much more than any other engine I've used ever
Only real problem I have is the shaders
They are like Unity's stupid fucking Surface shaders
Also, to people who say the engine sucks because there are no noteworthy/well known games made with it
That is such a bad argument. Like, you should be ashamed for thinking that is an actual point
That's like stumbling across an indie game and going "Welp, this looked fun. Too bad no well known youtuber or streamer played the game. Must be shit."
"unity is bad because you can't make good games on it"
laughs in dusk
People have made good games in freaking RPG maker
like fucking LISA
If you can make amazing games in something THAT limited, anything can be done
what a beautiful rpgmaker title
bruh entire games can be made within games
y'all seen what people do with minecraft redstone
with only a few rudimentary assets you can completely change the nature of games
that's what's got me super excited for sdk
You can make good things with bad tools.
I staight yielded due to how confusing unreal is, and bad VR support was a massive issue. Then in Unity, I got decently far with the basics, but only using a vrtk, without any good tutorials. Godot was great because there's actual tutorials on how to do vr shit and way better licence restrictions
As in 0 licence restrictions
Last time I checked UE4 had some really damn good VR support.
It's at least wierd to use, since a VR template EXISTS but only for blueprints
And I had no clue how to set up vr further than enabling VR camera
Proud of u
thanks 500, maybe some day i'll be a real game developer
U are in my heart

in that case you should give it a shot cause you can download the prelude for free over on at https://hakita.itch.io/ultrakill-prelude
Hell yeah, trying this out right now
would have to get it released on steam first so probably summer-ish next year
also hoping to get a certain publisher before then wink wink nudge nudge
😉
Which publisher could that possibly be 
Not me
You just made me realize my error of saying "who" while a publisher isn't a person
Or is it 
Inb4 pays the 100$ fee to gaben
How about you self-publish
Much better than working with a certain publisher
Wink wink nudge nudge
i can afford $100 but i would like to be able to pay the people who have helped me make the game
This is why you solodev
Ur a cool and interesting character and you don’t need any other deuteragonists to carry your plot
i cant model or draw so the game would look a lot worse if i decided to do everything by myself
Guess ur not a cool and interesting character that doesn’t need any other deuteragonists to carry your plot
yea sorry
leaked dusk 2 footage
nani
Apparently theres a class you can just give an url and point to a material to play videos from urls 🤔
public class DownloadMovieVP : MonoBehaviour
{
void Start()
{
var vp = gameObject.AddComponent<UnityEngine.Video.VideoPlayer>();
vp.url = "http://myserver.com/mymovie.mp4";
vp.isLooping = true;
vp.renderMode = UnityEngine.Video.VideoRenderMode.MaterialOverride;
vp.targetMaterialRenderer = GetComponent<Renderer>();
vp.targetMaterialProperty = "_MainTex";
vp.Play();
}
}
Interesting. Perhaps useful for cutscenes? Or maybe the gmod movie theatres lol
reminds me of how in killing floor you'd get little videos on the spawn menu
But what about people with no internet connection?
Seems to only be a reliable choice for a always online game
You can use file:// for local videos
Just have a backup "haha no internet: video
is self publishing actually better
besides the obvious reason that you get more money
There's no reason to have a publisher in CURRENT YEAR right 🤔😎
publishers are so 2010s
I mean, publishers offer other help other than money, it really depends on what you need.
Like, the one I work at we help with social media, store pages, updating, community development, etc.
That's the deals most publishers I know offer as well. With all the easy ways to self-publish, a big bag of cash alone doesn't cut it (though it certainly helps).
mapping for vanilla Doom be like woo yea
economy
(this close to crashing the game)
how did you get a screenshot of vanilla doom?
ah
in regards to mapping, is vanilla doom compatibility even worth striving for? even nearly 30 years later?
what do you mean
it just doesn't seem like that worthwhile a goal
why
yea most people dont play vanilla they use modern sourceports
vanilla compatibility is limiting yourself a lot
AFAIK the only sourceports that honors vanilla doom limits are chocolate doom and crispy doom
i suppose if you wanted your map to run on a device with less than 4MB of ram then that's fair
but even then that's a fairly niche range of devices
I am generally opposed to limitations but sometimes they help you keep focus
Back To Saturn X is a vanilla compatible mapset that is so well made you do not reaize it obeys by strict limitations
Personally the biggest advantage of modern GZDoom mapping are pk3 files support, which has a much more conveniente way of packing all the data
And advanced map scripting
God I hate voodoo dolls
you forgot about them grafix
I am not a fan of modernized grafix
I enjoy modern renderers but PBR materials and such are kinda overkill for me in Doom style maps
I stop at dynamic lightning, 3D floors, and very limited and specific usage of shaders
hey all, where do I find the maximum uploader? 🙂 I had a look around but I couldn't find it myself
when you start the game through STEAM it gives you the option for it
👍
@unique trellis I know you're an absolute expert on the DOOM code based off what I've seen. How does DOOM slow the player down against walls?
Actually i am gonna look into it soon cause i wanna remove it for my DeFrag project
I will update you once i know
If you wanna do it quick and dirty it in the meantime you can shoot LineTracers around the player to see if there are any walls nearby i think
Back to Saturn x with death 4told is pretty fun, the map fits the mod pretty well with the style and pacing
Limitations are good
a big slice of the community enjoys and plays vanilla still. It's not niche at all
some people much prefer a more classic style to levels than highly detailed maps @unique trellis
it's not a matter of where it can run but what the overall design of the project is consistent of
ok boomer
ok zoomer
the screenshot was taken from a fork of Chocolate Doom made to analyze what parts would break the original limitations
has anyone ever told u how extremely funny you are
Ever consider that your mama was lying?
mama wouldnt lie..
Oh god, I'm sorry that I have to be the one who breaks this to you......
Yes, your mother's a figment of your imagination
Fuck
Hello? Me? I did not volunteer sir! If your mother was alive, she'll be proud of you, son My mamma is dead?
Beginnings of a double barrel flak cannon
That is the best thing ever made
early hub of act 2
RPG maker man
The Hideo Kojima of RPG Maker
Happy Dusk/Doom Anniversary =P
(video will remain unlisted for several hours while writing the video description)
https://youtu.be/n05JBRdhn-E
Couldn't share the video before, I had several render issues, heh.
Now all we need is a pk3 packager for the music
I remember D4D had something like that
Oh god
Making HUDs is not as unbearable as I expected it to be
https://streamable.com/f5i8x
Is there a way to make dos dusk, or dosk? Running on the quake engine maybe? I’m interested in it as a quake mod
If you are willing to invest thousands of hours to achieve something you can always get results
Is it worth it?
Do you have any idea of what it means to remake a game in a completely different engine?
I mean it’s probably worth it
Then you should be the first person to take steps to do it
And lead the way
@brisk timber
well I mean Zombie probably have all the dusk models in iqm now
Yeah, and you could easily get them in MDL format using Noesis
Converting a skeletal animated model to a vertex animated model is a trivial process
Is there any good model viewer for iqm/mdl type of models?
Noesis is what I recommend for general viewing and stuff yeah
I don't believe it preserves animation ranges on export though
Not a problem if you're just going from IQM -> MD3 or MDL though
Oh yeah also note that Noesis doesn't seem to like texture paths that involve directories, so you need to drag textures in manually
for example, horror.iqm references textures/monsters/horror.png which Noesis doesn't seem to be able to locate even if the textures folder is in the same place
Seems to mostly just be a problem with Noesis' IQM importer, which I could probably fix since it's open source but eh, maybe some other time
Cool, i'll check that out later.
New enemy! Starts to feel more like horror don't you think?
#AlisaGame #psx #gamedev #lowpoly #indiegame #madewithunity https://t.co/s5mP2rPGCn
521
3320
When did this new wave of psx horror begin
I don't know but I like it
a couple years ago, Power Drill Massacre was one of the earliest ones i feel
Refers to the ps1 essentially
In that case I most certainly do not mind throwbacks. For example, people are saying that throwback shooters are a trend, but I'm hoping that it just sticks around, because I enjoy that style of gameplay much more than the modern types
yeah i hope it manages to carve out a space for itself as a subgenre of shooters that sticks around
love how that game looks
Check out my Spotlight: PS1 First Person Shooters Video Here: https://www.youtube.com/watch?v=Jzh-qr3--QE
I'm playing it on a PS2 with Texture smoothing on.
This is just one of those random gameplay vids I throw up every now and again.
I actually just bought this game off ...
im happy to see more oldschool fps games coming out too because i love the gameplay. i doubt it'll stay just as a trend, the fans of the genre will keep it alive
also i love lowpoly graphics even outside nostalgia goggles
Did retro-style shooters ever leave though?
I was about to mention painkiller
I'm trying to make a list of games for each year since 1993
Wolfenstein (1992), DOOM (1993), DOOM 2 (1994), The Ultimate DOOM (1995), Quake (1996), BLOOD (1997), Half Life (1998), Quake 3 Arena, or Unreal Tournament (Both 1999), so on so on. Anybody got games for 2000 and onward?
Half-life 2
yeah but what about 2001-2003? There has to be something notable in the boomer shooter category there somewhere
Deus ex
Deus eex




