#general-modding

1 messages · Page 57 of 1

humble herald
#

all you need to do now is slap some wood on it and animate it lol

patent spade
#

pretty much yea

oblique spade
unique trellis
#

Sound design in this game is gorgeous

coarse token
#

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);

unique trellis
#

Doesn't the normal rigidbody handle stuff like that

#

try not using transformDirection

#

if(Input.GetKey(KeyCode.W)) { velocity += transform.forward * movementSpeed * Time.deltaTime); }

coarse token
#

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.

unique trellis
#

Why are you only checking the x value

coarse token
#

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

unique trellis
#
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?

coarse token
#

I'll try it. John carmack and romero figured this out for DOOM, should be possible with 25 + years of programmatic improvements.

unique trellis
#

lmao

unique trellis
#

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

unique trellis
coarse token
#

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

unique trellis
#

also try using ´Input.GetAxisRaw´ cus I think ´Input.GetAxis´ has some smoothing on it

analog pollen
#

yeah getaxis has smoothing

coarse token
#

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."

unique trellis
#

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

wraith beacon
#

Nah having it be an axis is far better.

coarse token
#

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.

analog pollen
#

as far as i know (which isnt really that much) you cant really rebind axes in runtime though so would suck for rebinding controls

coarse token
#

@unique trellis The script you wrote still has the same problem; the direction the player travels still changes based on where they look.

unique trellis
#

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?

coarse token
#

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

unique trellis
#

Ok so the issue is that velocity is being modulated even when you are pressing no keys right?

coarse token
#

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.

unique trellis
#

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

coarse token
#

I have to leave right now, I'll DM you but this doesn't work presently.

unique trellis
#

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

unique trellis
unique trellis
#

"description"

tranquil oracle
#

_auto
generated from progs.dat?

robust ridge
topaz breach
near mortar
#

Doosk vs Dum

sharp vortex
#

sick preview of my Garry's Mod map

unique trellis
#

S N O W

unique trellis
#

@tranquil oracle I started off with the .bsp files but they basically only contained spawners

tranquil oracle
#

You can decompile progs.dat with fteqcc and find all of the entities in there

robust ridge
outer eagle
#

Looks real fun, nice!

robust ridge
#

Thanks =P

neat hare
#

and i thought sgtmark's vietnam project was surreal

near mortar
#

The only thing I can say is davegasm

#

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

unique trellis
#

funny how he do that

misty sparrow
#

Oh that’s interesting. They still use the vanilla ammo, but they just consume more of it

hazy sorrel
#

Q4W is broken tho

#

balance wise

near mortar
#

@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

hazy sorrel
#

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

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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

misty sparrow
coarse token
#

@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

crystal kraken
#

why are you capping velocity twice

coarse token
#

Idk tbh probably because I'm copy pasting a lot of things

#

Same issue occurs though

crystal kraken
#

whats the issue here, your character is being steered when camera rotates or something?

coarse token
#

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

crystal kraken
#

.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

coarse token
#

I'm using player.transform.eulerAngles = mouseRotation;

#

Not rotating the camera, but the entire object

crystal kraken
#

that is likely your issue

coarse token
#

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?

crystal kraken
#

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

coarse token
#

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

unique trellis
#

uhh maybe

coarse token
#

I think that has to be it, because I'm using arrow keys to turn the player

#

no mouse on my laptop

unique trellis
#
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?

coarse token
#

When you transformDirection the velocity every single frame, then the player defenitley changes direction each frame.

#

I'm trying to replicate inertia

crystal kraken
#

I would really advice against mixing world and view transforms too

#

what you're having is precisely what happens when you mix them

coarse token
#

Looks like, yes indeed, I need to visit the documentation on world and local space

tranquil oracle
#

@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

coarse token
#

wonderful

#

///
bruh
///

#

bruh

#

there we go

tranquil oracle
#

cs also works instead of CSharp if you're feeling lazy

viscid sandal
unique trellis
#

wow what a cutie

hazy sorrel
#

i really liked the previous art

viscid sandal
#

@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.

analog pollen
#

looks great to me, less over the top but no longer triggers my uncanny valley as hard because of that

viscid sandal
#

Oh so we didn't make her creepy enough, no prob will fix

hazy sorrel
#

i mean this to be precise

viscid sandal
#

Ah yeh.

#

Is great

analog pollen
#

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

viscid sandal
#

@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

hazy sorrel
#

no worries

#

unless cutscenes are like Ion Fury

viscid sandal
#

God no

#

I was shocked how crappy ion fury's opening was

analog pollen
#

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

hazy sorrel
#

i was shocked how ending was empty

#

not to mention art style thats quite simplistic and...not fitting?

#

but dat look goood

viscid sandal
#

No viscerafest actually has a story that runs throughout, the cutscenes bookend the game, we have the first one done, and its awesome

swift charm
#

ion fury's ending was the dictionary definition of "that sure happened"

viscid sandal
#

Yeh

analog pollen
#

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

hazy sorrel
#

unless its one frame for whole cutscene

viscid sandal
#

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

analog pollen
#

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

viscid sandal
#

Oof...

analog pollen
#

i mean just

#

just look at this effort

viscid sandal
#

Bravo

analog pollen
#

i'm amazed the newest bubsy game managed to be faithful to the old ones by being shite

viscid sandal
#

Kind of sad honestly

analog pollen
#

and that's the bubsy way

swift charm
#

i can't believe bubsy is fucking dead

crystal kraken
#

bubsy will never die

#

he lives on in our hearts

swift charm
#

and under our floorboards

crystal kraken
#

why did this game even... happen tho

#

nobody in their right mind actually likes bubsy

viscid sandal
analog pollen
#

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

crystal kraken
#

what a relatable viscera-eating psycho

viscid sandal
analog pollen
#

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

swift charm
analog pollen
#

it's a subconcious thing

viscid sandal
#

Ah

analog pollen
#

still a good pic, just not nearly as effective for me personally

viscid sandal
#

Yeh

swift charm
#

what is the context for this pic, if you don't mind telling

hazy sorrel
#

spoilers

viscid sandal
#

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.

swift charm
#

ah, aight

viscid sandal
#

This one is on screen for all of like 2 seconds

analog pollen
#

wow wtf i have to wait for 2 seconds before playing

#

bad game

viscid sandal
#

Nah the cutscene is about a minute

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And 3 seconds

hazy sorrel
#

60 fokken secounds

swift charm
#

63 fokken seconds

analog pollen
#

that's 60 seconds i coulda spent jerkin off

hazy sorrel
#

63 fokkin seconds

viscid sandal
hazy sorrel
#

viscerafest r34 when

crystal kraken
#

smh there's a 2h cutscene on death stranding, and here you're presenting us just a minute?

#

gittarahere

analog pollen
#

viscerachest

hazy sorrel
#

i hope it wont be in mspaint

viscid sandal
#

When somebody draws it

crystal kraken
#

more like viscerasex amirite

hazy sorrel
#

i dont like r34 in mspaint

analog pollen
#

do the randy thing and start a viscerafestr34 subreddit and then pretend you just happened upon it

hazy sorrel
#

k

viscid sandal
#

Nah, I'm not going to encourage it, I just won't shut it down.

#

Mostly because it'd just piss people off.

analog pollen
#

no roboporn of ULTRAKILL yet, rly sad...

viscid sandal
#

Quote from markie "if your there's r34 of your game you know you've made it"

#

Because why even

crystal kraken
#

dont forget to lose your magic tricks pendrive on a restaurant

viscid sandal
#

Oh yeah that to

hazy sorrel
#

in my measurement system the more r34 the worse subject

viscid sandal
#

Piling up quotes for the wiki

swift charm
#

you know youve made it when someone makes r34 of your college thesis

viscid sandal
crystal kraken
#

haha

#

now thats a hot take

analog pollen
viscid sandal
#

@analog pollen oh...

#

Did he dare you to put that on the steam page?

analog pollen
viscid sandal
#

Lel

crystal kraken
#

if PCGamer can put bathtub geralt in every news article so can you put civvie's weird flex

analog pollen
#

amid evil's steam page still has civvie's quote about how it makes his dick so hard it can cut glass

wraith beacon
#

PR and such is weird.

#

I don't get it.

#

I'm always afraid I'll heck something up.

swift charm
#

in regards to loverboy i can't put my finger on who im reminded of, but not quite mike wazowski

analog pollen
#

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

crystal kraken
#

good thing I never did then

analog pollen
#

doesnt even matter if you did, you just need to make it look like you didnt

crystal kraken
#

can never get ripped a new one if you never release anything yay

wraith beacon
#

I still need to get a trailer done for TTR.

analog pollen
#

trailers are hard

#

would rec looking up the GMTK video on them as well as the GDC talk, those help a lot

#

these 2

wraith beacon
#

I've already seen it.

analog pollen
#

both?

wraith beacon
#

Actually making the trailer isn't an issue.

#

Getting the music for a trailer is.

analog pollen
#

ah

wraith beacon
long jetty
#

this is cool but new enemies when

hazy sorrel
#

wait a sec

#

You are the enemy

unique trellis
misty sparrow
#

All we need now is @robust ridges dusk mod

unique trellis
#

Oh thank you

#

Doosk is coming along

crystal kraken
#

gonna put that through its paces, holy hell, chillax or okuplok

#

think ill go with oku

unique trellis
#

Best of luck

crystal kraken
#

no luck or skill can save anyone stupid enough to play this shit

unique trellis
#

You are a much braver man than I am

crystal kraken
#

well I managed to at least get to the spider mastermind in less than 20m

crystal kraken
#

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

coarse token
#

decino tried to 100% it, it was a disaster. his advice was that you should defenitley not try to kill everything.

crystal kraken
#

decino failed this one...?

coarse token
#

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

crystal kraken
#

fuck off LOL

coarse token
#

no I'm serious

crystal kraken
#

jesus christ

#

theres no hope

coarse token
#

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

crystal kraken
#

a 10:45h run

coarse token
#

yep

crystal kraken
#

is this even possible tas-less?

#

im suffering on HMP and this absolute madman is doing UV

coarse token
#

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

crystal kraken
#

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*

coarse token
#

savescumming recommended

crystal kraken
#

required***

coarse token
#

nightmare TAS

crystal kraken
#

is it even possible to finish this bullshit with respawning enemies?

coarse token
#

probably

#

tas bots only though

#

not a human-ish thing to try

crystal kraken
#

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

unique trellis
#

Feels good man

crystal kraken
#

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

keen bear
#

this map looks like cancer holy shit

misty sparrow
#

Christ 10 hour mapset

#

Not even hellbound or hell revealed take that long

coarse token
#

it's a slaughter wad, they're intended to be endless slogs of enemies

#

I enjoyed it tbh

rare surge
#

ive only beaten it with russian overkill

#

playing normally i only get past the first 3 encounters before i give up

coarse token
#

my problem is that it gets boring when you can't progress, and killing like 3000 pinkies is really annoying

rare surge
#

also if you fuck yourself over and have too little health then you either have to reload an old save or restart

coarse token
#

that's what got decino, even with 4 separate saves, he had to noclip

hazy sorrel
#

23211

#

what

coarse token
#

yeah it's a single level with 23000 enemies

hazy sorrel
#

mock 2 is barely playable on zdoom/gzdoom

#

last map of sunder chokes

#

on gzdoom

#

okuplok will freeze on gzdoom

unique trellis
#

Play Sunlust, that is a good slaughtery fun

#

And performs well

crystal kraken
#

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

hazy sorrel
#

thats the starting room

#

and thats first arena

crystal kraken
hazy sorrel
#

just six core cpu, 16GB RAM and 8GB of VRAM is enough to run this

crystal kraken
#

modless or running with something

hazy sorrel
#

modless

crystal kraken
#

how do I turn on the fps counter\

hazy sorrel
#

vid_fps 1

crystal kraken
#

70fps start

hazy sorrel
#

im running with dynamic lights

crystal kraken
#

oh nonono I value my computer more than that

#

no thanks

hazy sorrel
#

🐟

crystal kraken
#

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

hazy sorrel
#

r5 2600

crystal kraken
#

I bet your computer shuts down if you try it with brutal doom

unique trellis
#

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

crystal kraken
#

jeez

unique trellis
#

And i am not even joking

hazy sorrel
#

the only mod shutting down server/client irc

#

is zdoom wars and RGA2

#

the latter causes some really weird behavior

#

the performance steadily drops

unique trellis
#

Complex Doom addons have some code so horrile that if you use certain weapons the servers instantly crash

hazy sorrel
#

while letters on hud disappears

#

to the point of freezing the game fully

unique trellis
#

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

hazy sorrel
#

Hardcore RGA2 was running smoothly

#

without issues

coarse token
#

@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

tired warren
#

This tech seems like it could really lighten the workload for indie devs in terms of making smooth animations.

crystal kraken
#

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

unique trellis
#

it's going to steal our jebs

near mortar
#

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

crystal kraken
#

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

unique trellis
#

haven't 2d animation smoothing been a thing for like forever

near mortar
#

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

wraith beacon
#

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.

unique trellis
#

Wow check out my new youtube video "COOL ANIME BATTLE BUT IN 60FPS"

near mortar
#

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

wraith beacon
#

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.

robust ridge
#

Put that in quake champions and I would finally be able to play at 60 fps =P

unique trellis
#

Okey so vanilla quake has a use function?

near mortar
#

Pretty sure you just smash your face into any interactable objects to activate them

unique trellis
#

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 ();
};
near mortar
#

Might be leftover from Doom

wraith beacon
#

Yeah it's probably just something they cut but left in.

unique trellis
#

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

analog pollen
#

DAMAGE NO

unique trellis
#

What is SUB_CalcMove about?

#

It seams to be
Move to self.pos2 at speed self.speed, when we get there call button_wait

unique trellis
unique trellis
#

Me neither

analog pollen
misty sparrow
#

Coolshill.wav

analog pollen
#

ultrashill.mp3

misty sparrow
#

No >:(

unique trellis
#

That's fine I don't play games for realism

#

If it gets too absurd you can always cap it

analog pollen
#

yup

near mortar
#

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

keen bear
#

I like the change

#

The ground slam was a really flat mechanic before

#

And now there's some degree of nuance

tranquil oracle
#

Now give enemies fall damage if they're flung by a ground slam

analog pollen
#

could do fall damage yeah, it does feel like something’s missing at the moment

tranquil oracle
#

Make 'em all splat like tomatoes when they hit the ground

analog pollen
tranquil oracle
#

LMAO YES

unique trellis
#

Hell yeah

tranquil oracle
#

PERFECT

near mortar
unique trellis
#

mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmh

near mortar
#

Now that's what I call utility

unique trellis
#

Tasty

analog pollen
#

it's an instant kill on all husk type enemies if you can get them high enough so it's very situational but useful

misty sparrow
#

husk type more like dusk type amirite or amirite or amirite or amirite or amirite or amirite or amirite or amirite or amirite

analog pollen
unique trellis
#

That was

#

Shady Jab

#

Get it? Get it?

unique trellis
#

What if I port HDoom to Dusk 😳

misty sparrow
#

i will coom

#

ngl

near mortar
#

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

rare surge
#

early wip of the crossbows

near mortar
#

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

rare surge
#

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

analog pollen
#

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

rare surge
#

there is a full anim which doesnt snap back but idk how to get that to work with a fast fire rate

near mortar
#

How strong are these dual pistol crossbows supposed to be?

rare surge
#

fairly weak

near mortar
#

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

rare surge
#

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

near mortar
#

I'd suggest having the firing animation be something like the crossbows being flourished (spun around) instead then

analog pollen
#

yeah spinning them around would make it clear it's done for style instead, currently it looks like they're super strong

rare surge
#

right

near mortar
#

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

analog pollen
#

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

rare surge
#

ive already made the sideways anim

analog pollen
#

could just have them animated seperately

rare surge
#

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

analog pollen
#

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

misty sparrow
#

layers

#

liek onions

#

and ogres

#

theres my joke for today

rare surge
#

aite how about this

misty sparrow
#

obviously the view model would be zoomed in, right?

rare surge
#

o yea

#

unless you made the fov higher

misty sparrow
#

looks good

analog pollen
#

should be spun the other way around, using the recoil's momentum rather than going against it

#

imo at least

misty sparrow
#

hush hakita what do you know about gamedev

#

nothing

#

thats what you know

analog pollen
#

i aint a pro animator or anything but i've learned a thing or two while animating for <shill game>

rare surge
#

wym by other way around

toxic hemlock
#

spin back not for

analog pollen
#

backwards rather than forwards

rare surge
#

right

#

but the spin doesnt start until her arms going back down

analog pollen
#

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

rare surge
#

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

analog pollen
#

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

rare surge
#

shes flicking her wrist but its not very noticable atm

analog pollen
#

oh yeah, i can see it now that i look closer

#

so making that clearer should help then

rare surge
#

ye

analog pollen
#

the recoil looks good now though, nice and swift

wraith beacon
#

Eck Blender 2.79

rare surge
#

eck blender in general tbh

wraith beacon
#

Nah all 3D software's pretty eck, it's just 2.79 is especially eck.

rare surge
#

aite heres the wrist flick

#

now i just gotta do the other armDACON

analog pollen
#

can you show it from the player perspective too

wraith beacon
#

That just kinda breaks the arc.

analog pollen
#

at full speed it flows nicely imo

analog pollen
#

looks good to me

wraith beacon
#

Okay yeah that actually looks better in motion.

rare surge
#

ty

analog pollen
#

the arms do seem like they go a bit too close to center frame but that can be tweaked pretty easily

rare surge
#

ye that would be easy

storm basalt
#

@unique trellis u made models for hdusk yet?

unique trellis
#

No I don't know 3d modeling

#

Ask hatsu

storm basalt
#

ask david

unique trellis
#

But David is working on gloomwood

long jetty
#

Hatsu can only make H models

#

I know modeling but my skills are lacking

storm basalt
#

would he actually make that though

long jetty
#

No

storm basalt
#

good was getting worried for a sec

long jetty
unique trellis
#

ahh hell yeah

long jetty
#

i haven't used blender since september so i have to re-learn how to do everything

unique trellis
#

Going back to your weapon models, I see.

wraith beacon
#

Not sure if it's got readability issues or not.

rare surge
#

could do with a black outline

wraith beacon
#

Here's the thing, I want it to be readable but not look bad.

#

Tinkering with ways to make it more visible right now.

analog pollen
#

a shadow would help as well

rare surge
#

i dont think an outline looks bad

analog pollen
#

without being as "aesthetically breaking" as an outline

keen bear
#

What ever happened to golden

#

@olive dove how r u

unique trellis
#

Who

robust ridge
keen bear
#

BASED

#

i loved the original assault rifle

#

its a shame we had to change it

unique trellis
#

With the wierd fire rate?

rare surge
#

why did you have to change it

neat hare
#

what was the original assault rifle like compared to the current one

rare surge
#

it had an inconsistent fire rate

#

but only slightly

#

it felt really satisfying

severe marlin
#

the OG Assault Rifle

neat hare
#

i knew about that one but i wasn't sure if 500 was talking about that or something between it and the current one

severe marlin
#

doesn't seem to be any inbetween

#

from when I was digging through David's ancient tweets from 2016

coarse token
#

@rare surge from what I understand people really disliked the fire rate thing

#

some people thought it was an FPS drop

misty sparrow
#

ye

#

v.sad gamer moment tbh

keen bear
#

Yeah vythern nailed it

#

people thought because the fire rate was inconsistent that the game was bugging out or they were dropping frames

olive dove
#

@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

outer eagle
#

Watcha get?

olive dove
#

GTX 1660 TI

#

Compared to my previous (GTX 580) this is like 1000 times better

outer eagle
#

Dank

olive dove
#

I can actually run new games

outer eagle
#

Rest of your system taking this new component well?

olive dove
#

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

outer eagle
#

Newer cards are a lot more efficient power wise

olive dove
#

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

outer eagle
#

Oh whatcha got now? Wattage wise

olive dove
#

Same supply

#

It's just 500 watt

outer eagle
#

Yea that's would be fine

olive dove
#

The 580 apparently ran 451 watts normally

outer eagle
#

Ha

olive dove
#

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

outer eagle
#

Sometimes GPUs just go kaput slowly after a few years of good use

#

Rip my GTX 780 Ti

#

Best card in the world.

olive dove
#

Yeah, given that it's a GPU from 2010 that's very possible

outer eagle
#

Aye had a good run

#

I got mine sitting on a shelf looking cool

#

Meanwhile my 650 Ti Boost is still kicking

olive dove
#

I wanted to try out a newer more graphically intense game I couldn't run before after getting this new card

outer eagle
#

Crazy boi

olive dove
#

So I tried it with Shadow Warrior 2

#

Bad game

#

But it is pretty

outer eagle
#

Eh I say mediocre

olive dove
#

Ran that really well

outer eagle
#

But looks good and performs alright

olive dove
#

Been downloading Doom 4 for a long ads time now

#

Gonna try that out

outer eagle
#

DOOM 2016 will be great

#

Just need a good GPU and it takes care of the rest, it's beautiful

olive dove
#

I want to see how well a Vulkan renderer does

outer eagle
#

Vulkan in your scenario is ideal

olive dove
#

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

outer eagle
#

As heavily depends on using your GPU first and foremost

#

(I think)

olive dove
#

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

sharp vortex
#

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.

olive dove
#

Can I have a link?

#

I don't think I've seen this somehow

outer eagle
#

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?

olive dove
#

People probably assumed it was further along in development than it is

unique trellis
#

Speaking of Serious Sam, I still imagine using the SBC Cannon against enemies in a future Dusk mod.

near mortar
#

It'd make a good power weapon for Dusk for sure

crystal kraken
#

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

unique trellis
unique trellis
coarse token
#

oh my god quake champions rocket launcher DUSK hup noise

#

in doom engine

#

crossover episode

unique trellis
#

The most ambitious crossover of all time

outer eagle
#

We need to go deeper

wraith beacon
unique trellis
#

Nice

near mortar
#

Real fake doors

unique trellis
#

Ur a fake door

near mortar
#

So's your mother, which is why I'm knocking her up LeonApproved

unique trellis
rustic holly
#

Source Engine

near mortar
#

Man that must have been a nightmare to get working

rustic holly
#

Haha

#

Not really

#

I updated the shadow map resolution

#

And fixed culling issues

#

And parenting

#

Valve did a pretty good initial implementation

unique trellis
#

I don't remember if dynamic lights worked on fences before

rustic holly
#

This isn't dynamic lights

#

It's projected textures

#

I think it's based on Nvidia code

near mortar
#

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

rustic holly
#

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.

coarse token
#

I'm boutta dunk on blueprints

#

you could also learn actual code for free

rare surge
#

yea but that takes way longer

wraith beacon
#

Let's face it game developers most of the time aren't good programmers.

rare surge
#

im definitely not

wraith beacon
#

Me neither.

#

Game devs are still probably more competent than web developers though.

hazy sorrel
#

real fake house

unique trellis
#

Wanted posters

wraith beacon
#

The leader of the bold gang has to be stopped.

unique trellis
#

Butt face gang

wraith beacon
#

Making the posters is kinda fun.

unique trellis
prisma basalt
eternal nacelle
#

There's a bunny farm upstairs

unique trellis
#

Bunny? Jab you gotta learn nail climbing asap

rustic holly
#

Those weapon sprites are great! @unique trellis

brisk timber
#

blueprint video
that video makes me uncomfortable

unique trellis
#

blueprint

unique trellis
#

@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

unique trellis
#

But there were misaligned textures BigThink

weak root
#

Lol

#

Is that a model or a sprite @unique trellis ? It's sexy either way

unique trellis
#

It's the QCDE's BFG10K.
It was drawn by Franco Tieppo

#

And it is a sprite, Franco does not use modeling softwares

weak root
misty sparrow
#

Looks neato

coarse token
#

dang, y'all be out here makin tc's for DOOM 2 and I can't even replicate the movement of DOOM 2

rare surge
unique trellis
#

Gooy

rare surge
#

ye

#

also crossbows are in

unique trellis
#

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

rare surge
#

ty

wraith beacon
#

Seems neat, too bad it's using Godot.

outer eagle
#

Rekt.

wraith beacon
#

From what I've heard 3D in Godot isn't very good.

outer eagle
#

Ah

rare surge
#

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

hazy sorrel
#

tf is Godot and why its a bad engine

severe patrol
#

^

tired warren
#

@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

hazy sorrel
#

so dosent have decent games - crap engine

#

just like unity

rare surge
#

unity has had plenty of good games tho

hazy sorrel
#

quiet

rare surge
#

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

near mortar
#

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

tired warren
#

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.

unique trellis
#

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

rare surge
#

put the crosshair lower down like in halo and make everyone vomitDACON

unique trellis
#

Literally in the words on the head developer "The crosshair is where you look, not where you aim"

coarse token
#

gzdoom crosshair is bad? maybe that's why it's impossible to headshot revenants in brutal doom

unique trellis
#

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

keen bear
#

godot is just really buggy man

#

idk what to say

unique trellis
#

I am glad godot exists and it is being worked on.
I hope it will improve over time

unique trellis
#

wow zdoom bad

wraith beacon
#

I'm sure Godot is fine most of the time for 2D stuff but it's 3D stuff apparently ain't that good.

wraith beacon
coarse token
#

two titles?

astral night
#

Hatsu dum

bold jackal
#

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.

wraith beacon
toxic hemlock
#

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

coarse token
#

That isn't a godot thing though is it? Just the language it uses?

bold jackal
#

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

unique trellis
#

Can't Godot use a bunch of languages

wraith beacon
#

Yeah, but you'd still be using Godot.

toxic hemlock
#

if godot can use other languages i have no idea how

covert garnet
#

there's a C# version available on their site i think. i don't know how good it is compared to default gdscript though

toxic hemlock
#

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

olive dove
#

@wraith beacon Godot is great

#

I use it quite often

tired warren
#

Can Godot do VR games?

olive dove
#

Yes

tired warren
#

Awesome.

olive dove
#

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."

neat hare
#

"unity is bad because you can't make good games on it"
laughs in dusk

olive dove
#

People have made good games in freaking RPG maker

crystal kraken
#

like fucking LISA

olive dove
#

If you can make amazing games in something THAT limited, anything can be done

crystal kraken
#

what a beautiful rpgmaker title

coarse token
#

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

wraith beacon
#

You can make good things with bad tools.

olive dove
#

Yes

#

Also, Godot still isn't a bad tool

bold jackal
#

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

wraith beacon
#

Last time I checked UE4 had some really damn good VR support.

bold jackal
#

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

analog pollen
keen bear
#

Proud of u

analog pollen
#

thanks 500, maybe some day i'll be a real game developer

keen bear
#

U are in my heart

analog pollen
unique trellis
#

😄

#

Please sign me an autograph

#

🗒️

worldly cobalt
#

Gratz meowbedbongo

#

Looks like a game I would like rooPeek

analog pollen
worldly cobalt
#

Hm, why not!

#

Will get it through the Itch client

misty sparrow
#

ULTRASHILL

#

In all srsnis, good job Hakita. Next up is steam front page

shell hound
#

Hell yeah, trying this out right now

analog pollen
#

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

unique trellis
#

😉

worldly cobalt
#

Which publisher could that possibly be blobderpthink

unique trellis
#

Not me

worldly cobalt
#

You just made me realize my error of saying "who" while a publisher isn't a person

#

Or is it thinkz

hearty wolf
#

Inb4 pays the 100$ fee to gaben

unique trellis
#

💸

#

Can we get a $100 kickstarter so Hakita can put his game on steam

misty sparrow
#

How about you self-publish

#

Much better than working with a certain publisher

#

Wink wink nudge nudge

analog pollen
#

i can afford $100 but i would like to be able to pay the people who have helped me make the game

worldly cobalt
#

That's way too honest/caring in this day and age =O

#

How dare you! Or something

analog pollen
#

such is life

#

i mean i'll still take most of the money

misty sparrow
#

This is why you solodev

#

Ur a cool and interesting character and you don’t need any other deuteragonists to carry your plot

analog pollen
#

i cant model or draw so the game would look a lot worse if i decided to do everything by myself

misty sparrow
#

Guess ur not a cool and interesting character that doesn’t need any other deuteragonists to carry your plot

analog pollen
#

yea sorry

unique trellis
analog pollen
#

leaked dusk 2 footage

covert garnet
#

nani

unique trellis
#

Apparently theres a class you can just give an url and point to a material to play videos from urls 🤔

covert garnet
#

ah yes

#

meatspin time

unique trellis
#
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();
    }
}
coarse token
#

Interesting. Perhaps useful for cutscenes? Or maybe the gmod movie theatres lol

covert garnet
#

reminds me of how in killing floor you'd get little videos on the spawn menu

unique trellis
#

But what about people with no internet connection?

#

Seems to only be a reliable choice for a always online game

unique trellis
#

You can use file:// for local videos

bold jackal
#

Just have a backup "haha no internet: video

rare surge
#

is self publishing actually better

#

besides the obvious reason that you get more money

unique trellis
#

There's no reason to have a publisher in CURRENT YEAR right 🤔😎

hazy sorrel
#

publishers are so 2010s

shell hound
#

I mean, publishers offer other help other than money, it really depends on what you need.

rare surge
#

yeah thats what i was thinking

#

having playtesting is really nice

shell hound
#

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).

unique trellis
#

economy

#

(this close to crashing the game)

unique trellis
#

how did you get a screenshot of vanilla doom?

hazy sorrel
#

dos or what

#

if youre running dosbox then ctrl f5

unique trellis
#

ah

#

in regards to mapping, is vanilla doom compatibility even worth striving for? even nearly 30 years later?

hazy sorrel
#

what do you mean

unique trellis
#

it just doesn't seem like that worthwhile a goal

hazy sorrel
#

why

rare surge
#

yea most people dont play vanilla they use modern sourceports

#

vanilla compatibility is limiting yourself a lot

unique trellis
#

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

hazy sorrel
#

^

#

i mean its repetitive

#

at least first episode

#

but high quality nonetheless

unique trellis
#

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

hazy sorrel
#

you forgot about them grafix

unique trellis
#

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

wanton kernel
#

hey all, where do I find the maximum uploader? 🙂 I had a look around but I couldn't find it myself

covert garnet
#

when you start the game through STEAM it gives you the option for it

wanton kernel
#

ah, my mistake. I was launching through the icon

#

thank you

covert garnet
#

👍

coarse token
#

@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?

unique trellis
#

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

unique trellis
#

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

eternal nacelle
#

ok boomer

unique trellis
#

ok zoomer

#

the screenshot was taken from a fork of Chocolate Doom made to analyze what parts would break the original limitations

eternal nacelle
#

Why is it called Chocolate Doom if it isn't brown

#

wtf kinda stupid shit is that

unique trellis
#

has anyone ever told u how extremely funny you are

eternal nacelle
#

everyone all day ever day

#

especially my mama

lilac pewter
#

Ever consider that your mama was lying?

eternal nacelle
#

mama wouldnt lie..

lilac pewter
#

Oh god, I'm sorry that I have to be the one who breaks this to you......

eternal nacelle
#

no..

#

it cant be

lilac pewter
#

Yes, your mother's a figment of your imagination

eternal nacelle
#

Fuck

lilac pewter
humble herald
unique trellis
#

That is the best thing ever made

humble herald
#

wow, uh

#

thanks?

#

christ dude that means a lot

misty sparrow
unique trellis
#

RPG maker man

unique trellis
#

The Hideo Kojima of RPG Maker

robust ridge
#

Couldn't share the video before, I had several render issues, heh.

humble herald
#

Now all we need is a pk3 packager for the music

#

I remember D4D had something like that

unique trellis
#

Oh god

unique trellis
unique trellis
#

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

tranquil oracle
#

It would be possible, yes

#

A lot of work, but possible

wraith beacon
unique trellis
#

well I mean Zombie probably have all the dusk models in iqm now

tranquil oracle
#

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

robust ridge
#

Is there any good model viewer for iqm/mdl type of models?

outer eagle
#

I think people just use Blender with a plugin nowadays?

#

not entirely sure

tranquil oracle
#

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

robust ridge
#

Cool, i'll check that out later.

unique trellis
#

When did this new wave of psx horror begin

#

I don't know but I like it

analog pollen
#

a couple years ago, Power Drill Massacre was one of the earliest ones i feel

coarse token
#

I like it too

#

But what does psx mean lol

delicate spoke
#

Refers to the ps1 essentially

coarse token
#

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

analog pollen
#

yeah i hope it manages to carve out a space for itself as a subgenre of shooters that sticks around

unique trellis
#

ps1 shooter

#

remake of that alien game

analog pollen
#

love how that game looks

unique trellis
dusky tinsel
#

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

coarse token
#

Did retro-style shooters ever leave though?

unique trellis
#

No but they were bad

#

see painkiller lmao

coarse token
#

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?

unique trellis
#

Half-life 2

coarse token
#

yeah but what about 2001-2003? There has to be something notable in the boomer shooter category there somewhere

keen bear
#

Deus ex

unique trellis
#

Deus eex