#general-modding
1 messages Β· Page 58 of 1
its 00:10
not that late then. I have to stay up until 4:00 AM to play dungeons and dragons with some australians tomorrow.
is deus ex a boomer style shooter?
I never played it
It's a rpg
Bruh Painkiller (the first no expansions) was great
Deus Ex is an immersive sim I think
It's an immersive simulation of life in the near future, though 
Deus Ex is great. I highly recommend you play it with the GMDX mod.
I wouldn't say it's a boomer shooter, if you go charging head on at a group of baddies you die in a matter of seconds
a bit late on the convo, but the tag "retro" is a bit too generic IMHO
how retro, atari era? msx? nes? psx?
what side of the fight, a more synth-ish sounding, limited palette with fast moving stuff like genesis or more of a snes thing
I think anything before nes at this point is classified as "vintage" more than retro
@coarse token you could just check Wikipedia
This a pistol from Goldeneye?
it's a nes zapper
I see.
better version https://i.imgur.com/VguXoIP.png
https://www.youtube.com/watch?v=del_ISD13Nw First trailer
After nearly a year of development hopefully this first trailer is worth the wait.
Music: Sunshine Overdrive by Dapper Dog
https://www.youtube.com/watch?v=47UDOAcqblM
Wonderful
Also enemies now sweat their alertness status.
It's a ! if they're alerted and a ? if they lost track of you.
I think it's a pretty nice touch personally.
ripped straight from commandos 2
In need of sound effects, monsters, item models, and textures. Interested in making assets or contributing assets? Please join our free/open source remake, LibreQuake!
Thanks for Quake! @romero
Join us!
Discord https://t.co/59IkAriGA3
GitHub https://t.co/1pzJFw2MM6
#quak...
huh, so that's what that was for (I saw the floating monster in the lower right being shown off in the ZDoom server a while back)
Kind of weird this hasn't happened before tbh
Freedoom has happened before and much of it does not look great at all
Clay is a masterful modeler, only great stuff comes from him
I think the only weird and out of place looking thing there is the bootleg Morrowind-era Argonian in the corner there
for dusk when the sdk comes out https://sketchfab.com/3d-models/nes-zapper-39952030c59e488686ed0dfb55e47e83
In preparation for the DUSK SDK. - NES Zapper - 3D model by PaperMartin (@PaperMartin) [3995203]
pew pew
https://forum.zdoom.org/viewtopic.php?f=43&t=65276 naku-naru 1.2 is out!
Discussion about ZDoom
Tasty
Rad
Big shoutout to Ivory Duke
for making "accurate crossbow jump mechanics" an actual thing.
Very nice
Awesome stuff
I love it
Looks comfy
that's great to hear
@sharp vortex what game
garry's mod
free sound effects fellas http://bbcsfx.acropolis.org.uk/
mario world but it looks like piss https://i.imgur.com/Mqi9XNc.png
cause trenchbroom doesn't wanna show external textures
so mario world
nah
You can now destroy posters
Loving the finer details you're working on
Brings the world to life and I'm all for that, keep it up π
I definitely shouldn't add too many finer details but I just want the gunfights to feel intense, destructive and cathartic.
but can you run it alongside apex legends
thats a downer
I swear trechbroom can load textures from a folder
you might have to be in quake3 mode or something tho
Anybody else have issues with spherical or capsule type objects getting stuck on edges of things in Unity?
your player?
yeah with character controllers more specifically
do you have it so you can control your character while you're in the air? cus I think they character controller doesn't count as grounded if it's just the side colliding
else you can try setting the skin width value higher on the character controller
My issue occurs underneath of ramps
that's the only notable time it occurs really
I know in my game there will not be really any instance where it proves problematic but I want the script to be perfect
My player can control mid air, but 1/12th of grounded control.
underneath ramps while in contact with the floor, I should clarify, is when the issue occurs.
like in this instance.
The player can not move left or right when the top of the capsule is colliding with the ramp's underside
also in this instance assuming no y axis rotation on the player's side
I'm certain this is caused by the spherical top of the capsule, but is there any way to circumvent this problem by making the collider a box?
a better perspective- while holding w, the player can not slide along this wall like with un-angled walls
I've actually never made slopes like that when I've fucked around in unity
that ramp that the head of the player is colliding with isn't a slope, just a flat surface rotated 26 degrees
the character controller is sloped
Doosk hud?
More like, Doosk hood =P
Also, flashlight.
Technology has advanced a lot since the dark ages of Dusk
@near mortar Actually, it is possible to break the flashlight, but only on custom maps, as it requires a script activation to break it (and turn off the flashlight in case it was turned on when player touches the floor)
Coded it once you said that comment, as a joke =P
Very cool great job, I rate this mod 11 broken flashlights out of 10 
hell yeah
@coarse token You're not getting perfect behavior out of the stock unity CharacterController
Quickly create and prototype 3D levels in Unity using Snaps!
This video is sponsored by Unity.
β Snaps Sci-Fi / Industrial Prototype: https://assetstore.unity.com/packages/3d/environments/sci-fi/snaps-prototype-sci-fi-industrial-136759?aid=1101lPGj
β Snaps Office Proto...
Even faster unity asset flip games!!!
as if asset flippers are going to be mapping shit
easier to just download some scenarios
or entire games
I love that guy that just downloads premade shit and smacks anime girls in it
truly peak performance
my dream is to make bank by illegally reselling copies of san andreas with anime girl mods installed
bruh
okay but why
@crystal kraken well, my script and asset is near perfect but there is one thing wrong, and it's that slope error. I need a cylinder collider instead of capsule.
You know of any way to sort of, mimic a theoretical cylindrical character collider?
@coarse token make a hat π
I thought of using a spherecast, but how would I calculate the necessary values to cause collision and "simulate" a cylinder?
It'd be so easy if it was a rigidbody, just change the collider, but char controllers are just stuck as capsules...
I just tested it on DUSK, the same issue actually occurs
maybe I'm too worried about it, because the crossbow ramp on vestibule is a common spot for me to go to but I guess nobody will really have to worry about that bug
player can't move forwards because their fat round head blocks them from advancing.
DUSK BROKE
Dusk VR when
When you Mod It In β’οΈ
3rd person mod for dusk
pill man
Shaders are hard https://youtu.be/8uXccXksMmU
And new HUD.
And Quad Rocket jumping.
I made a little holiday game for everyone today π https://akselmo.itch.io/holiday-present-hunt
What a cool dude
I have only one critique showed by this highly advanced technicolor screen projection.
The value of the player's directional inputs is scaled differently between ground and air, resulting in different strafing angles.
Also the air speed is capped at the maximum ground speed when player is not strafing, not the maximum possible speed
err is this for me? π
Yes
The difference is not huge but if you are strafing and end up in the air due to a descending slope you can feel your speed being suddenly decreased
i'll have to take these into account in future fps games then
For a micro game such as this it is fine, just for future reference
yup thanks for this tho, i use the similar system in penance
i have an idea what causes that
Okay so now there's Source control, what the hell is all of this shit.
watch your profanity hatsu
RPG Maker MV 18,49β¬ right now
Aseprite is a pixel art tool that lets you create 2D animations for videogames.Features Compose sprites using layers & frames as separated concepts Create images in RGBA or Indexed color modes Open/Save GIF animations, sequence of PNG files, etc. A timeline where you can cop...
$10.49
1919
hell ye
EXTRASHILL https://youtu.be/_KS9Oprznjo
DOWNLOAD THE DEMO: https://hakita.itch.io/ultrakill-prelude
JOIN THE DISCORD: https://discord.gg/wbJZqfZ
FOLLOW THE TWITTER: https://twitter.com/ULTRAKILLGame
EARLY ACCESS IN 2020 ON ITCH.IO AND STEAM
#ULTRAKILL #RetroFPS #BoomerShooter
You know I wanted to play your game before you went Omega shill
Now I will still play it but I will secretly judge you
And you will never know it
these are trying times my friend
I do not recall a time that has not been trying
I wish the music had been slightly more pumping, it feels a bit out of place when it suddenly spikes up at the end
i'll need to get like someone who knows a thing or two about making trailers for the next one
I do not think you need an expert, you just need to treat it like your games: show it to people that have had nothing to do with its making when you have a release candidate
The trailer itself is quite good cinematically speaking
hey how did u get it to have that psx look? did u make it from a tutorial video or yourself?
main thing was using this shader:
https://github.com/dsoft20/psx_retroshader
wouldnt that work only on older builds of unity or i have to update it
that shader was last updated 4 years ago so as long as the unity version you're using is from 2015 or newer it should work
oh, i see thanks
Anyone here with 3d modelling/animation skills looking to collaborate for a project? Me and three others are trying to get a project done quicker and our current visual effects and modelling member has a large work load. It's a retro style FPS project and we're searching primarily for someone with good animation/rigging skills to help out our modeller.
I think Hakita knows some guys @coarse token
there were a couple people interested in modelling for ULTRAKILL a while back but idk what theyβre up to now
@analog pollen You got their discords? I'll contact em
lemme go find em again
they were tori-nyan#1101 and Shepard of loaf#8728 but it was a couple months back last i heard of them so you're gonna need to ask if they're still open
aight
comfy
what a shill
shillking
i wont stop shilling until NB picks me up which is never because they're too busy
finish max ax for us
hire me and i'll help
take it up with dave
i have but dave dont answer emails often
time to start sending him memes
@analog pollen been looking forward to the new luigi's mansion
So here's an idea for a VR mechanic
You're a dude with a bad leg and so you need to push along walls to move
you're in a wheelchair
Gotta manually roll the wheels
wheelchair simulator
VR mechanic, you've lost your glasses and need to find them.
I don't need VR to simulate that, stop it
Not a wheelchair
Just a dude with a fucked leg
And he has to lean on walls and rails
TBH honest the VR wheel chair mechanics makes me think of WOLF2
but if cyberpilot was any good

https://twitter.com/Awesreek/status/1209522757576331265
In addition to this quick update here, due to us missing the hoped for date of release I wanted to give everyone here an early christmas present in the form of a sneakpeak at the games opening cutscene. Ya'll have a merry christmass everyone
A quick update before the big day on the state of development, have a merry christmas everyone! #viscerafest #gamedev #indiedev https://t.co/Ca6rV2w4T1
Viscerafest is a singleplayer focused first-person shooter developed by acid man games in collaboration with fireplant games and Markie music.
The year is 3796, and you are Caroline Paige. A bloodthirsty, psychopathic, mercenary who wants nothing more than to marry her wond...
That's great!
holy shit!
I forgot about this game completely. Played some demo a long time ago and after that there was an engine swap afaik and then I stopped following
good to know its coming along
good job @viscid sandal
Thank ya
@slender knoll that demo is like shovelware compared to how the game plays now. Alot has been completely reworked. Its so much better.
Yea I remember you telling me about the disadvantages of blender or something :D
seeing that demo I played was decent I'm confident it's going to be even better
In general the game feels significantly more polished, but levels have been updated and remade, there's little story ineractions throughout, there's a more in depth skill based movement system that we're even currently expanding upon. And lots more.
sounds nice
there were alot more limits with what you worked before so its good to hear that you have been able to build more on that foundation
still best protag by far lol
Thank you
At first the limitations were a blessing in disguise because they forced me to really learn to make alot out of a little, but when it gets to the point where you cant have more than 8 enemies in some levels without the performance tanking and even enemy spawners tank performance well....
hehe I see what you mean. Now you know what features you really need
And that wasn't even the worst issue, a guy who was able to play the game just fine before just had the game stop working, clicking to open it did nothing and even after a clean reinstall it still wouldn't run
yea that doesnt sound good
Thats what powered the decision to switch engines.
I remember I have played the demo like 1-2 years ago...
And it was great.
Which engine is using now?
@robust ridge unity.
These screens are a tad outdated but here's a quick comparison.
Blender
Unity
That's cool.
Are you planning to release a demo with unity engine on a similar fashion you did with the blender version?
Yes. The intent was to get it done before years end, but that didn't happen, hence why I gave everyone a peak at the opening
The barrels are probably my favourite destructible so far.
Next to maybe the tables.
Actually yeah the tables are the best destructbiles.
put fortnite as one of the words that need to be typed in order to reload
How about "seal"
if you reload with "seal" without waiting it out, this applies bunch of obnoxious and barf-generating shaders in the game
there should be a nice plunk sound for the tables being flipped soon
Yeah that's definitely on the to do list.
Will also probably put things like cups on the table.
are all the enemies still Hs or horses
Yeah. I'll probably look into adding bosses some time though.
and is it still going to be a one-shot type deal or will health be a thing
Dual stage health system. if you're not riding a horse you die in one hit, the horse adds another hitpoint.
Idk if i'm allowed to post this, but I've wrote an article about some of the features the "Doosk" mod i'm working on will have day one, plus a glimpse of the possible future of the mod.
The mod is almost ready, but can't make it public yet.
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/news/doosk-aka-dusk-weapons-rip-announcement
Unfortunately Q3 upward slope sliding is not doable in GZDoom but Slope jumping is good enough I think
https://youtu.be/_We7ENoBeMI
A conversation in DUSK brought me here- Is it just me or are 2d games massively easier to work with than 3d games? I started work on a 2d game a day or two ago and it took me at least 15 times longer in hours to make the player move the way I wanted.
always had the impression it was easier
decent sprites are easier to make than decent 3d models, coding wise you only have to care about 3 dimensions and i guess in general stuff is just easier because its in a 2d enviorment, this is me talking out of my ass though so could be wrong
I guess adding another dimension complicates every single thing you do with movement, physics, everything.
yeah
i guess player movement shows it well, 2d wise all you really need to care about is the left right and up/down behaviour, how slippery the player is or how much gravity affects them, 3d wise you need to care about that but also forward/backwards behaviour and how they both interact with each other
like if you hold down both forward and left etc
honestly dealing with quaternions and vector3 instead of vector2 is really the only major jump between development for 2d and 3d, as far as programming is concerned. the type of things developed in 2d and 3d games are like a 90% overlap, it is technically easier to do 2d than 3d but from personal experience it's never felt like a whole bunch
In my own experience the majority of the time I spend developing in unity is working with the physics system; getting the groundwork and chassis to build the rest of your game becomes astronomically more difficult in comparison to 2d games.
is this the place i can ask many questions and if not can you lead me into the direction of the right chat menue
menu*
unless the game is top down with no jumping then you still have to mess around with physics regardless, after you make character movement that you enjoy and think feels good it goes to making the rest of the game, which is a lot more of the process than making the movement system generally
also yeah lad, questions are welcome in this channel, at least as far as i'm aware :)
Some general rules of thumb for movement systems are, have at least some sort of acceleration and deceleration, high gravity is good and most importantly. Change the defaults of your physics engine.
Cap your speed with the magic formula
if(Vel.Length() > MAX_SPEED) Vel = MAX_SPEED * Vel.Unit();
@desert notch dealing with physics in 3d space is a completely different story than 2d. The difference is astronomical in ease of setup, at least in my experience
it kind of also depends on your game style, top down isometric fixed camera games will be almost identical to programming the movement and physics associated with 2d top down games, first person cameras add a bit of complexity to it but really any time im writing a character controller, whether it be 2d or 3d, I end up writing majority of the same code for both, its just for 3d i usually have to write a more extensive camera controller
2D games have the huge advantage of not having to deal with 3 cohordinates vectors
it's just X and Y
So much easier
when you are already dealing with 2, adding a third honestly isnt a huge leap lol
I would argue against that.
For example slope behavior: if you wanna make a real good slope behavior not a basic (while effective throughout videogame history) "your velocity increases in the direction of the floor nornal" you have to use the vectorial product of the velocity and the slope and that is absolute ass
In 2D is just slope steep, velocity against or toward the normal of the floor and that is it
its not as easy or easier than 2D, for sure, but that isn't a huge leap in the kind of math and code you have to write to make it work
Not too much yes, but still less trouble.
i can think of other stuff: in 2D you do not have to worry about writing code to dynamically adjust the direction of the player velocity when impacting against a wall. In 2D when there is a wall player must stop, there is no worry about getting the wall normal and attempting to make player slide against it
But at this point i am throwing around unrequested notions i apologize
(i am not looking down on the challenges of making 2D games. i love 2D games)
you don't necessarily have to make the player slide along a wall at full speed if the player is touching it, thats a movement stylization mechanic and plenty of 3d games don't have it
unless im interpreting that wrong
it mightve accidentally contained a word that the bot thinks is bad
I mean the basic behavior of making player not stuck when touching the wall.
For ex. in Doom if you remove P_SlideMove as soon as you touch a wall you become glued to it
And can only move away from it
that's an engine programming thing then, i'm sure in the grand scheme of development there's a lot extra for 3D engine wise, but for game development specifically, usually engines handle that kind of thing for you
For sure, quake does it much better already
for example in unity, the only thing you need to make sure for that to not happen in a 3D project is to just make sure your player's physics material doesn't have a friction value of 1, which it wont by default
I am thinking at a more ground level coding. Unity does a lot of very nice things by default that have become expected from most games nowadays
So game developers do not havento worry about them
I should learn some Unity
yes, the origin of this conversation went back to vythern talking about developing in unity, and i was relaying my experiences with 3D in Unity
its alright i dont think i brought up unity specifically and most of my messages have been rather ambiguous too
other than my 1st or 2nd post that is, for mentioning unity lol
Making 3D games in comparison to making 2D games is 50% harder because there are 50% more dimensions
seal should be 5G'd
That's true
don't be the guy who is totally right
Personally I like making 3D games more.
I mean it's true that making 3D is harder
2D games aren't very fun to work on IMO
Personally I hate making games
Same
3D seems easier since i can already use blender a little bit
Despite doing it as my job
Hahah
Scott HATES games
I've done several games jams and they've all been horrible but I'm glad for the experience
Being an artist for it can be so hit or miss because you might just get assigned to make miscellanous art the team "thinks" they need and the little art of yours that gets put in, is unnoticeable.
I've tried doing them but I kinda need time to feel out a game idea first.
That's what gamesjams will help you do.
You get a few hours to brainstorm an idea, then dev starts immediately.
Nah I don't like brainstorming, I just kinda jump into things with a blank canvas and mess around for a bit.
Well, how many finished projects do you have going from that approach?
One but I've only really been making games for about a year.
Well that's still pretty good actually
Yeah he actually made 2018s game of the year
Well, more than a year but I do admit I've kinda started way too many projects.
Next chance I get I want to approach making a quick game from mechanics and dynamics first, then aesthetics
It was so popular it got a Sega Saturn port
lol
The projects I've generally had success with are the ones that I've gone in having a vague idea with.
Like making a game that looks like pasta, or a game about the letter H.
Well, success in the context of not dumping after like, a week.
starball
Okay so I did a thing that may make some people a little upset, Type To Reload's aspect ratio is going to be clamped. Can only go as low as 4:3 and as high as 21:9
Wow rude
Why? Because there does come a point where the game does run into some issues like seeing things you're not supposed to or the lighting bugging out.
how am i going to be able to enjoy it on my 42:6 aspect ratio
With black bars.
Bruh
Aspect ratios are like, definitely my least favourite thing to deal with though, which is why I clamped them.
aspect ratios suck
I'm definitely all for scalability but I do feel there's a point where it can get a little silly, hence why it bottoms out at 4:3 and caps out at 21:9
Wait a minute I just realised quite a lot of 21:9 monitors aren't actually 21:9.
add some bangin border art for nuts ratios
Okay it's a 12:5 aspect ratio cap now, had to do a little padding just incase.
Decimal aspect ratios are like, way better for this reason.
Don't have to worry about slight bits of confusion and the numbers just, make way more sense.
Game already does that but there comes a point where it starts to get in the way.
i will +1 on designing for multiple aspect ratios, can be a real pain some times but thankfully some of the more popular game engines these days have some rather good UI tools and variables to deal with all the different sizes. It's particularly a pain trying to develop for mobile, there are just too many different sized phones to count these days
Just put the position and scale of your UI elements in a config file 
I have commited unspeakable war crimes. I did a graphics mod for tranquillity that adds a hi point.
gross
unforgivable
At least youβre not using texture filtering
but he uses lens distortion
Tables now destroy papers and other objects on top of them when flipped
Damn I got gungeon nostalgia, good work
I need to get into texturing. Did a quick model a few days ago inspired by watching RE streams and I like how it looks so far, but it's painfully obvious that it's just the reference pic projected on the model.
I kinda dread it - I partly liked 3D because it was different from 2D, which I was never any good in.
did you rig that?
that's really where I'm stuck on mine
texturing really just needs you to be half decent with either lighting or mouse tooling things
although if you have a tablet it's going to make it much easier
No, but there's not much to rig in that, if at all.
I made it watching a RE3 stream and it was made with an imaginary game like that in mind.
ah, well good work anyway
coincidentally made the same model gun about a week ago, but imposed a hard face limit when making the model and sketched out some shapes in inkscape for the texturing of it https://puu.sh/EUfd5.gif
also if you lads are using unity you can always forgo rigging models and just animating it using the animation system in Unity, which is great for simple moving parts like those on a gun
doing it that way will spell doom if you ever intend to do mod support
some of Dusk's stuff was animated inside Unity which made it a massive pain to rip it out into external files
i will probably never be versed enough in game dev to support mod support lol
beyond that though, could it be possible to save keyframes of position + rotation and stuff and store it in something that Unity can parse into a usable animation or something like that
the users of what ever sdk you make for mod support would just need to be able to move the objects around in some local 3d space while messing with models and animations in the mod program, although i'm probably underselling the amount of work it takes to get all this working
Yeah, it's just something to keep in mind is all
Especially because when you open the can of worms that is creating animations at runtime, you lose a lot of functionality because you can only create a "legacy" AnimationClip
Which, afaik, cannot be used with the Animator component, only the Animation component
ah that's interesting to know, I did not know that about legacy animation clips
i'm sure if someone was committed to the approach that they could build their own animation state machine though and forgo using the animator component anyways
You absolutely can, yeah
There's even a new API that lets you do that while still working with the Unity animation system called Playables
I experimented with it a bit early on, but decided to drop it until I have more time to experiment with it
the only reason i prefer the unity animation system is that it only took me like 20 minutes to make a handful of decent animations and i didnt even have to rig the model to begin with which is nice for fast prototyping
Yeah, the fact that it can work on just an object hierarchy instead of bones is a major convenience
for sure, lets you animate multiple models and parts, and even script variables inside a single animation. It's always felt like the most intuitive animation approach for me
coincidentally made the same model gun about a week ago, but imposed a hard face limit when making the model
Out of curiosity, what was the limit?
I'm at 152 tris after adding a plane for the trigger/guard and a bolt handle (probably unneeded at the level of detail).
The gun I made sits around 180 something tris, it could be more optimized around the trigger and stuff though
still cool
also
rigging a spring
one of the biggest problems I've ever run into
jesus christ
Now that Black Mesa is just about finished and HL:A has been announced, the Crowbar Collective team are just in time to start making a Black Mesa remake in Source 2.
@humble herald if you were asking about mine its just for a small unity project
unwrapping is always a tricky thing, for me at least
i like to unwrap to a texture instead of texturing to the unwrap, seems easier that way
I don't have a lot of experience. I usually don't go past the modeling stage, if I actually don't drop it partway through modeling.
haha i feel that, i've probably modeled a good hundred things and only textured 1/10th of them at best
My UVs are usually pretty nasty but I tend to get away with it because of the low res textures.
I really need to unlearn a lot of my bad habits though.
i think as long as it produces something that works for you and isn't causing performance issues that it's just another way to do something in game dev
Definitely.
i heard the Night in the Woods dev made the environments in unity out of lots of primitive shapes, and it seems to turn out okay despite not being the way most people would handle it haha
As you can see the Uvs here are abominable.
i dont see anything particularly wrong here, this is about exactly how my pixel art based texture unwraps look too
So do you guys export your wraps or do you do it directly in blender?
i import my texture into blender and then unwrap around it
I unwrap and then do the texturing in photoshop.
Sometimes I get lazy and do it in Blender first and then clean it up in photoshop though.
MENETETTYJEN VALTAKUNTA (Realm of the Lost) is finally out! This is a Quake Episode built by Finnish mappers featuring Smilecythe, NewHouse, VuRkka, zigi, uKKo, Naitelveni, Ing-ing, Mazu & Immorpher(music & sounds). Here is a preview video: https://youtu.be/qlrtiu5vfzw . There is a readme within the zip file on how to install it, but also feel free to ask me for help in getting Quake mods working! Finally, you can download it here: http://quakeworld.fi/files/smej/smej_1.0.zip
UPDATE!!!! The Pack has been released. You can download it here: http://quakeworld.fi/files/smej/smej_1.0.zip
Hear more about this project on The Quakecast here: https://quakecast.podbean.com/e/quakecast-41-vurkka-quake-mapper/
Type to Reload now has volume controls
volume controls
volume controls
AAAAAAH TORILLE! Gotta play that map pack soon
https://streamable.com/29x8x happy new years folks, i forgot to post this earlier but here's a sneak peak at something i'm working on :^)
The animations are way better than I thought, loved the good use of smears to emulate faster animations.
And the recoil of the animations feels right for me.
Is there any reason some of the weapons looks green, as in the thumbnail?
the shotgun replacement is the plant, which attaches itself to the main character's arm when you select it, and the nailgun is just supposed to be really old and forgotten
so it's covered in vines
that looks peculiar
it's definitely a departure from naku-naru but i think it'll be worth it
i started working on it after playing shrine and really enjoying the artstyle, and so i wanted to make a mod with a similar aesthetic
May I suggest an addition i recently coded to ensure accurate aiming relative to the crosshair?
the crosshair is where you look and aim
sure, right now the weapons aim down range but are angled to fire from where the barrel is onscreen
also just wanted to mention, but i really like the way the mod looks when you run it in softpoly rendering
it has its' own custom palette so when you choose a non-truecolor renderer it looks really cool
Step 1 - Make non hitscan projectiles, except grenade like things, FastProjectile (much better hit detection, standard actors can sometimes slide along the impacting surface before going to death state);
Step 2 - Add this action to the weapon virtual
Action double, double AnglePitchCalculator(double XYOffset, double ZOffset)
{
FLineTraceData CrossHairProjection;
LineTrace(Angle, 10000, Pitch, 0, player.ViewHeight, data: CrossHairProjection);
Double AccurateAngle = 0;
Double AccuratePitch = 0;
Float Distance = CrossHairProjection.Distance;
if(XYOffset) { AccurateAngle = VectorAngle(Distance, XYOffset); }
if(ZOffset) { AccuratePitch = VectorAngle(Distance, ZOffset); }
return AccurateAngle, AccuratePitch;
}```
3 - shape firing functions like this, used A_FirProjectile but any other will work
```cs
TNT1 A 0
{
Double XYOffset = HORIZONTAL_OFFSET;
Double ZOffset = VERTICAL_OFFSET;
Double AccurateAngle, AccuratePitch;
[AccurateAngle, AccuratePitch] = AnglePitchCalculator(XYOffset, ZOffset);
A_FireProjectile("DFRocket",AccurateAngle,true,XYOffset,ZOffset,0,AccuratePitch);
}```
In this case I also use random angle and pitch and sync the tracer direction is fired with the actual projectile trajectory
TNT1 A 0
{
Double RandomAngle = random(0,359);
Double Random1 = frandom(-1.85,1.85) * sin(RandomAngle);
Double Random2 = frandom(-1.85,1.85) * cos(RandomAngle);
LineAttack(Angle + Random1,8192,Pitch + Random2,10,"","HMGBulletPuff",LAF_NORANDOMPUFFZ,null,-4);
Double XYOffset = 1.8;
Double ZOffset = -1.2;
Double AccurateAngle, AccuratePitch;
[AccurateAngle, AccuratePitch] = AnglePitchCalculator(XYOffset, ZOffset);
A_FireProjectile("BulletSmallTracer",AccurateAngle + Random1,True,XYOffset,ZOffset,0,AccuratePitch + Random2);
}```
@low thicket this is a lame video I did to show it works https://youtu.be/tYDF5rkS4ow
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.
would it be a good idea, since i have a baseweapon class, to make that have the action code?
Of course
That is what i am doing with my wip
You don't even need to type Super.
Just the name of the action
do streamable embeds work for anyone else or is it just me
Last time I used one it worked
Do not know if an issue popped up within the last week
Streamable doesn't work for me
the embeds havent worked for me since the dawn of discord, but only for the streamables site specifically
guys i need help. i tried to open halo reach's maps on trenchbroom but it doesn't work. any tips?
not supported
Halo has never used a BSP map format
r/woshe π
Redditor detected.
@unique trellis
@rain furnace yes?
Read above
Discuss.
I'm not sure about adding shadows to certain parts of the level but it seems like a fun thing to add?
No discuss
needs blob shadows for the props/dudes
will the map import from trenchbroom portion of the dusk sdk also make this possible for my own unity projects or only in the context of modding dusk?
Is it possible to use custom maps for duskworld?
You can only really make and play campaign (singleplayer) maps for now
but doesn't stop you from building one now, just you can't play them with others using the Duskworld build of the game
absolutely
this is an early first release
you'll be able to do all sorts of things once it's complete
@slender beacon yes actually
Not yet, but we will be open sourcing the map loader
So you can use it for your own unity projects
awesome
π
my attempts at loading doom maps on unity are going just π
Time to remake some textures then UwU
Come back when you get the floors working
dooms polygon floors be kicking mine 
yeah my mind has the floors/ceilings in the backburner, I'll probably try to reconstruct it by match vertices to sectors using the LINEDEF/SIDEDEF combo
map design mumbo jumbo
Wait a minute, this isn't right.
[Murder Machine Inc. Intensifies]
The effect can now handle collisions and multiple photos #madewithunity #gamedev #vfx #polaroid https://t.co/NXKt8KGIcZ
609
1717
I can't get over this
That's some gaming right there
that's pretty nuts
that's so fucking cool holy shit
this makes me think of Fstop
finally got that flak cannon of mine modeled
"UHHHHHHHHH IS THIS MOD COMPATIABLE WITH BRUTAL DUSK?"
no sorry this is for a whole nother' game
Pro brutal dusk when civvie
im excited for good dusk mods but i hope this channel isnt over run with memes about dusk mods
that's why we have #dusk-modding ??
@unique trellis I dunno it's barely rigged
I need to get better with blender it's still a really big wor in progees
Also it's like 2 or 3 meters long
I see.
yeah, it's kind of a mess. But, fully modeled now for my purposes
been trying to find a clean clip of the guardsmen saying "It's quiet"
from Warhammer 40k Fire Warrior
It's pretty cool they were able to adapt BSP maps from quake/hl format to Dusk which was presumably made with probuilder/etc
must've been pretty tricky
trenchbroom is what we recommend
but you can use other quake mapping tools as well
Where is the DL link for that?
viscerafest but finished in dusk before viscerafest itself
:thejoke:

Cuphead playable in dusk mod form when
Idk why it surprised me cuphead runs in unity tbh...
@humble herald I have no shade for unity. I really had no expectations for what it would run on.
I mean hell I'm using it
yeah, that's not what I was getting from you as well, it's just that everyone doesn't really expect much from it because of the shitty asset flips made with it
I know
good to hear, you that fella who's making that one roguelike shooter?
No
What the...
Not sure what I did wrong but something I said was illegal
@humble herald
@nbdeity @TheNewBloods Well... I have a quad shotgun... https://t.co/Er9Zy0pfHT
Nah it kewl
also, best quad shotgun is quadvolgue, fight me
Its a blend of id software and 3drealms titles with a bit of its own flair as well.
I see
only 23 years in development 
Lel
23 years? is this DNF?
Nah 7 now going on 8
@analog pollen that's duke nukem forever, the forevering
duke nukem never ever
duke nukem? who's that
a duke who wants to nuke em
same
I just use twittervideodownloader so I can just view the highest res version in my browser
I wish twitter would just offer a goddamn "quality" option in its video player
something something social media sites
overall dislike twitter as a medium for sharing things, the several imposed limits like number of images and character limits just seems bad for a social media platform
http://www.gamers.org/dhs/helpdocs/dmsp1666.html now that's what I'm talking about damn
what a beautiful doc
Important gameplay.
That's right we got impact chromatic aberation now.
If you turn it off I may or may not cry myself to sleep.
damn this looking hella fine π
does the "func_suck_mybutt" works yet?
Also, is there a way to use change the melee weapon and have at least two, togglable (like in hexen/heretic)? I'd like to make a mod where one of the pickups is a bucket. You know, one of those office small trash cans full of paper.
Quake-like wall friction micromod https://forum.zdoom.org/viewtopic.php?f=43&t=66891
Super lame video demo https://youtu.be/ZZsJn2BMhHs
i thought SDK stood for Super Donkey Kong
but apparently it stands for software development kit which is dissapointing
I thought it meant sucking dongs kingly
thats what makes more sense
Super donkey dusk
Super Dusky Kong
i was really hoping for super donkey kong in dusk
post your skyrim ENBs
Can't. All of them break the no nsfw rule
lmfao
no need to make them nsfw
It's chromatic aberration time.
It's time to make hatsu cry because this chromatic aberration hurts my eyes and it's time to turn it off
I think the CA looks great
I probably did overdo it but there's nothing stopping you from turning it off in the INIs I guess.
that reload typing tho, i like the sound and screenshake
Any Counter-Strike 1.6 modders here?
ded game
It's still played online, and mods for it are still made.
Hoping that someone could add animations to a mod I found.
bruh that typing sound is nut
Good thing I have both
Umm...
everyone has seen jusk

Uh oh.
that's a little unfair
he probably just has a cool idea but doesn't know how to carry it out, maybe he just wants to share
I just finished turning the Welder into Mike from Red Letter Media
so when trying to launch a shitty test map i made for Quake so that I can later use it for Dusk.
I came across this error trying to launch it from the compiler with Mark V
couldn't exec autoexec.cfg couldn't spawn server maps/test.bsp
and i have no idea why.
I was following a specific series of videos explaining how to use trenchbroom and I'm pretty sure i did all it asked and i've been stuck for a while trying to figure it out.
does it have leaks
It probably does and I just don't know it
as far as I know it doesn't.
but i'll check again.
Nah not as far as i can see, it's just a simple test map with a boxed off room
this is also the first time i've ever done this so i dunno
I believe TB have a tool for checking leaks
h
*hm
i'm gonna sleep on this one, haven't had any luck besides those two command lines i posted telling me something's wrong.
and it doesn't appear that there are any leaks either.

Sweet that you're trying to do that.
HIDEOUS MASS
HIDEOUS MASS
HIDEOUS MASS
(Level 1-3 Boss is now complete)
Steam store page coming within a couple weeks, stay tuned.
Higher quality version: https://t.co/WV05n3KENL
#gamedev #indiedev #MadeWithUnity #Unity3D #RetroFPS https://t.co/VxZINt9Rpy
I need help with a weapon model for CS 1.6.
honestly lad i think at this point it wouldve been more productive to look up tutorials and just start doing
Yo, I made a little free game. Just looking for any feedback I can get. On the fence whether I want to keep improving it or if I should just move on. Its kind of a weird core mechanic.
https://stranger.itch.io/rallykazan
I'm on android.
the footage shown is not representative of the final product and there will be changes in the future, as of right now this is demo footage shown as a proof-of-concept. as for the mod release itself...
coming soon.
:^)
Damn that's sweet.
better than you hatsu!!!!!
owo heretic ost
π π π π π π π π π π π π
Is this personality I see?
I thought this was 2020
all the colored lighting
and still so dark 

So bright
Yet so dark
The eternal conflict of man incapsulated in a videogame

the duality of humanity
aight, this is something that has bugged me for a while with your game
the perspective youve drawn the shotgun to makes it look like its pointing at the sky at all times
i cannot unsee it
hmmm, looks fine to me
youre crazy
yes but thatβs besides the point
compare it to a screenshot of dooms shotgun(s)
its def tilted upwards but not enough to bother me
to me its like, i cant even look at a screenshot of that game if the shotgun is out without my brain screaming
just that sprite or all the weapons
It's exaggerated but I am fine with it
@viscid sandal might be worth considering
Oh jeez now I can't unsee it
hey it might just be me that wants to die when i see it
thats bothering the fuck out of me now
500 out here to sabotage the competition
Unless the shotgun is very long so by perspective it looks like it is pointing to the sky
im just waiting for the full release to play
same
or just the shareware chapter even
sad when being a dev doesnt give you early early access 
I tried to bribe him to no avail
π€·ββοΈ
Idk, I think it looks fine.
@analog pollen there will be brightness options and the like, and I'm going to just not yet.

unfortunately my screen seems to show darks as being brighter than most, but if I make something to bright it kind of loses its atmosphere, so its really difficult for me to judge that kind of thing
@keen bear
Idk I'm pretty happy with how it looks, i feel like angling it more or having it more narrow toward the barrel would look strange
I get that feeling it's pointing upward as well
you can see both those points when looking straight on
i have no strong feelings one way or the other
but it would be harder to illustrate that sweet reload animation
yeah i mean its obviously not a big deal
but its definitely been stuck in my brain ever since i first saw it
also that FPS counter, performance seemed to have improved drastically?
remember seeing it just hit 60ish in earlier screens
optimizing is really hard
Not gonna claim I know what that entails at all but man does it elevate an experience where you don't have to worry about framedrops
@outer eagle the gameplay I've shown has always been in the editor, it still is. So the game will run better than what you're seeing on my end no matter what. However we have been optimizing it more and more. More than likely the 60 or whatever you saw was from l3 which has not recieved a performamce pass yet. But the game generally runs anywhere from 150-300 in standalone.
And I should mention we are planning on continueing to optimize as we go, we're pretty dedicated to making it run on as many systems as possible.
viscerafest on the virtual boy
With extra shades of RED

Also I'm excited for l4 because we finally are able to start making the game hard.
(Which is what this screenshot is from)
Chapter 2 Level 4?
No c1l4, all the chapter 1 levels are done they just all aren't in unity yet
Ah right on
Any help for CS 1.6?
doesnt seem to be happening no
I don't think there's anyone here who mods Gold Src stuff.
Why don't you go looking for a dedicated forum or discord for CS1.6 modding
cause clearly no one here does such a niche thing
Aw.
Anyone at least knows why I can hear only one footstep sound type? When I'm in a snow map, no snow footstep sounds are heard, but instead the normal sound. It appears for bots though. Am I missing a file type?
Using Xash3D on android.
With the CS 1.6 Client.
I'll check the files.
What is the file named?
i dont think anyone will help you with custom engine here
It's like CS 1.6 on Steam. The game files are what you check.
My question is why you're trying to play Counter Strike on Android when you could be playing Raid Shadow Legends.
...
Anyway, this issue doesn't happen to Half-Life. You can hear metal, water, etc.
So the engine isn't the problem. I think I may be missing a file.
What the?
I'm making a doom map
looking gud
i made a map just so i could make a stupid meme
Reload time audioβ’οΈ
Pasta Labrynth theme is just there for testing/demonstration.
The Pasta Labrynth theme is kinda scary when lowered in pitch though.
i am afraid
Spooky
@viscid sandal looking good! be fun to compare from a year ago to now!
Thank ya
@unique trellis
These are what the enemies in that pic look like now
the unicycle monster is great
Thats the Blitzer, a fast shotgunner class.
Vroom Vroom
On the harder difficulties he can 2 shot ya
Modder 
Parallax decals, may just end up making them concave meshes instead.
Yeah I decided to cut em, maybe in another game.
working on level 2, here's a really early screenshot with some new textures
i also updated some of the older textures to look nicer
https://twitter.com/muk0r/status/1216446565998526468
Just released an Arcane Dimensions map! 8)

Dang, that's sweet.
ez
Y'all gotta love AD style maps
muk I just remembered I saw your maps stream with jehar months ago. Good stuff
https://media.discordapp.net/attachments/324276534854811650/666394028639649812/Clipboard01.jpg "speedbuild" almost blocked in fully
brushie brushie
need to seal this mess tomorrow cause it's in a huge box atm
can anyone here help me install a Quake 1 mod?
https://media.discordapp.net/attachments/324276534854811650/666702926164656148/unknown.png making progress on this manor facade, it's not perfect but it's a good start
That looks awesome
The Dark Mod?
the 16 unit wall at floor one really screwed me over, no windosill whatsoever π€ͺ
sure is tdm
I was aiming at emulating a little bit of an unused facade I made last january https://media.discordapp.net/attachments/324276534854811650/666626531891740702/unknown.png
WIPs strewn all across my harddrive
oh hey look its the ultrakill guy fanart
no
he lookin mighty blue tho
He looks like the colleague too busy making stupid jokes to do his work
ironically hes one doing his job best (whilst trying to adapt to the humans)
He looks like the colleague too busy making stupid jokes to do his work
That's mirage, fittingly he's also a totally useless character.
J`P9O-0t+]P\
@analog pollen its the character you get when your picking your gender and you pick n/a
i wish
@viscid sandal you mean like this https://twitter.com/FizzySenpai/status/1155940452681408512

Is that New Blood Kart game @wraith beacon was posting about going to be a legit game? It looks pretty cool.
PC Gaming really needs some cute cart racer games. It's the one thing that almost makes me buy a switch. I'd love to just buy 3 additional controllers for the PC so my kids and I can roll around chainsawing each other with little karts π
Skydrift
#screenshotsaturday #viscerafest #fps #retro #indiegame #indiegamedev #gamedev #pixelart #gamefeel Gotta get that beautiful Blood like weapon sway in there hell yeah! https://t.co/t0xRaps8po
@unique trellis While New Blood Kart is still in development it's not New Blood Kart anymore.
@wraith beacon Ok cool. I've enjoyed the gifs and such on Twitter, hope it turns out
@astral night the plane flying game? that's not cute enough hahaha... oh wait I found Garfield racing that may just nail it
Time for big words.
Been in the game for a while but never used it in any of the levels.
Can someone help me out here?
I've got transparent faces where there shouldn't be any
dealt with backface culling already in blender, the model looks like this in it
I imported a older version of this model and this issue isn't present
only the rigged one has this
Virgin default texture: https://media.discordapp.net/attachments/324276534854811650/668183681780940853/unknown.png
Chad selflit versions made through material and photoshop magic: https://media.discordapp.net/attachments/324276534854811650/668431594310074368/unknown.png
https://media.discordapp.net/attachments/324276534854811650/668432003183542292/unknown.png
Gameplay with "Dusk movement" will be uploaded next week. There's one issue that has to be fixed first.
Coming soon...
These are some of the features that were added to the mod since last video from december.
- Crossbow projectile now goes through walls and damages enemies. (Done by Michaelis)
- Improved crossbow jump mechanics. (Done by Ivory Duke)
- New HUD made for the mod...

WHAT HAVE YOU BROUGHT TO THIS CURSED DOMAIN

this is pretty crazy
added an assist menu for accessibility https://youtu.be/ZfJD6JTLjuc
A simple assist menu to help make the game more accessible.
Twitter: https://twitter.com/ULTRAKILLGame
Discord: discord.gg/wbJZqfZ
Demo: https://hakita.itch.io/ultrakill-prelude
19/01/2020
Stop shilling
no
Is it intended that the menu black background does not fill the entire screen?
There are a few pixels at the borders that are not covered
nah that just kinda happens and i've been too lazy to fix it ever
I think it could be kinda cool if you shrink it a bit more.
I assume it is some kind of drawshape function
just some ui panels
how Do i play DOOSK ?
Oh ok I just read the description. Definitely gonna check it out π
Enter... #viscerafest #fps #slipgate #retro #pixelart #indiegame #indiedev #indiegamedev #gamedev https://t.co/9EuNwcTf0u
For ultrakill if your worried about players who need assistance things like closed captions and color blind modes would be a good idea
maybe not in the assist part of the menu but somewhere in there
Adding some new weapons to TTR.
Art is temp, one's a stopping rifle and the other is a chaingun.
Well, Gatling gun in this context.
A gatling gun!? dank
Not sure whether or not I'll keep the Gatling but we'll see.
Maybe it's about time I refactor the word system to allow for different weapon behaviours π€
Uh oh it's time for sentences and other long phrases.
@brittle tide for you my friend.
New level for TTR.
Super chaotic but also super fun.
It's also the first arena like level.
https://drive.google.com/open?id=14JUN6RKb9tBjDJGx3VDPRFb-8R96uoCX Here's a build of Type To Reload gamers, a bit old so some bugs have been patched.

Lol Iβve been wanting to try TTR because i realized that I am unable to type in the dark
just buy rgb keyboard like a gamer
Hatsu what is my moral justification for killing these men
They're a bad gang of bad crooks who pillage towns.
they are chum chums
You're the Sheriff and need to stop em.
Will I get rewarded for not murdering anyone
you can reward yourself by searching HH on deviantart
So, what do you all think?
downloading now
its pretty good
good proof of concept
Needs an Engoo port TBH
i see only one out of five leonards
Didn't want to emote spam

i see nvidia middleware π‘
I mean, PhysX is UE4's default physics engine so um.
givin you shit lol
I could make it use Bullet or something else instead but that takes work.
also HTheGame.exe
i saw APEX in ini file
β€οΈ
whats that
more middleware
these are likely obvious things that'll get changed/fixed but i feel i should point them out
turnspeed's a bit slow
a very me-problem but i'm stumbling over having to move my hand from wasd to the home row, so custom controls pls
screenshake's a bit much for me since i type frantically
something chromatic abberation something something
not real clear where your bullet will come from when looking northish (maybe add a short little dotted line for aim?)
'resume' command in the pause menu doesn't seem to work (likely fix'd)
otherwise i love it! i thought i'd hate having to control it but it works once you have a sec to get acclimated
can you gamepad TTR
or maybe resume does work? seemed like i typed it in like 3 times and the menu was still up but then i restarted and it's fine
i was about to controller but i realized i don't have any actual xbax gamepads lol
You cannot gamepad.
that'd be very difficult to play like that
ye its insta delet
even if you had fuckin
no gamepad no game
one of those phantasy star online keyboard-gamepads
@wraith beacon Pls support these peripherals
time to crate is now 
My mansion facade is coming along nicely.
TBH I'm just messing around with fog and color grading as usual instead of making more geometry.
But it's good to get an "art test" of sorts, methinks.
ngl that facade is looking fresh
oh my god!
it's a facade!!
This is hollywood level trickery
Many years ago i was in the Warner Bros studioa and they had streets full of fake houses
but no real fake doors 
if i ever were to make a thief gold theater-adjacent mission i'd do dumb stuff like that but on purpose, just obvious literal set pieces.
I like how the guard just fucking dies in the webm
Menus are the curse of gaming
https://streamable.com/be9xq
Gui is hell
gui you cannot scale depending on the resolution is the punishment we don't deserve
ZeHatsu be like, trying to fix TTR's kinda stinky codebase.
he muted
good progress
It looks like you are not facing many problems with map making
Hi.Are there any Dusk models in the public domain? And if anyone knows in what 3D editor they were made.
public domain? nah, dusk is a commercial product
the models will be made available through the SDK later this year though
the models were donme in blender
Updated TTR intro video
π
shut boomr
Dam
Synteks is a Sound card now.
An entire sound card
Synteks be like.
Boomer sound card
How can I play this without a gamepad? Not a true game then
Anyone here have experience working with .md3 files?
Reworking the reload system to make it slightly less punishing.
If it's a slight typo you'll gain one ammo rather than losing one.
But if it's a major typo then you'll still lose ammo.
May or may not keep this.
That seems like a cool feature
yeah i think that's good
It definitely needs some work but I kinda don't want to punish people that much for slight typos, especially on the longer words.
failure should be a spectrum rather than a yes/no thing as oftne as possible
That being said I still need to figure out the % of correctness it should be.
And that needs testing.
Or possibly be linked to a difficulty setting.
yeah, probably should be per word length
My game is still like, the antithesis of accessibility though.
how so
Based on typing skills, meaning it's not that approachable for people who struggle with spelling. Hard to localize because it's a typing game. And it's a bit punishing.
Oh and it's Keyboard only.
that's still pretty far from what i'd consider "the antithesis of accessibility" and certainly no reason to not smooth out the experience where possible
Yeah I'm trying to make it more accessible but it's still not really something that anyone could conceivably play.
yeah that's inevitable, the point is to try to get as many people to be able to play as possible, not to get everyone, because that will never be possible
There's a professional street fighter player out there who was born with no arms and is somehow still a relatively high ranking player



