#general-modding
1 messages Β· Page 59 of 1
Many people will be able to do it even in spite of some really big hurdles but many others will be locked out even if they should be logically 100% capable of playing, you can only help as best you can
@tired warren not a modeler but these resources might be helpful to work with md3
https://github.com/neumond/blender-md3
https://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91
dogo
Dogie
queres
π©
These gothic window arch trims are taking forever.
I'm actually going to have to take this to Blender, I can't be copying all of those patches over and over, it will bloat the map size.
at least they look cooler than version 1, these are just sad to witness now
Not everything that has ever been built has been magnificebt
I would not be bothered to see these along with the fancier ones
If there is enough distance separating the two
yep yep, if I'm going through the throuble I might as well make the effort of making these LOD entities.
though making a custom entity might be a bit too far, I'll just set a spawnarg on the func_static to have an LOD model switch.
I'll export the lowres boys at any rate is the point.
well that was a good hour and a bit down the toilet.
Blender 2.8 predictably is shit at import/export options, so I've had to go back and install 2.79b.
Unbelievable to say it but the old interface is a sight for sore eyes.
@unique trellis Thanks dude!
@pine moat whatchu got there, those look nice
does anyone know what the usual size for ddom sprites is??
Hey guys. Where can I get SDK for dusk?
thanks
Switch over to #dusk-modding too. This is for general game modding
The pins there have some general info to help you get started
Thanks. I was mapping on Radiant before. Hopefully the switch will be easy lol
I have the impression that the SDK currently loads the maps etc., but has no level editing capabilities, though I haven't messed around with it. So you can still map in gtkRadiant, I think most people use Trenchboom which is a derivative.
and @narrow wagon I'm on my dark mod mapping bullshit again; i've not managed to make a complete map since 2016 but this small mansion is coming along nicely. Maybe today I can get to iron out the last module pieces and populate the greybox with them.
@pine moat You mean that Dark Mod for Doom 3?
Yeah that one except it's been standalone for like half a decade now.
That's cool. Doom 3 modding was always some kind of mystery to me. Tried to switch from q3based games (rtcw), but with no success.
A fun trivia fact is that the levels of Quadrilateral Cowboy, a good game, I'm assured, that I haven't played, were made in DarkRadiant, our fork of the level editor.
If ever one wanted to make QC maps, there's some cross-training there.
Maybe later, right now mapping for Black Ops 3. Mod tools there are amazing and really comfortable, but sadly restricted to MP and ZM maps only. No SP π¦
suprisingly it still using radiant editor. But they called it Black Radiant
Already ported a few maps from RTCW, W3D, older cods to BO3. Sadly cant port any of the doom 3 maps(even basic geo). Black Radiant just crashing when I do that.
yeah you can use radiant
and yes, we arent writing our own editor
we are just natively supporting bsp
which there are plenty of great editors for
any one of those that can produce a supported formap .bsp will work
do people talk about original game dev here too? like using unity to make games, or just modding existing engines?
maybe another channel
nope this channel is fine!
anything game-wise you are working on you can post here
Haven't worked on this in a little while. trying to find the visual style I want to go with in it.
OIL
OI
O
OI|
You ever just download a unity game and steal there character controller
No cause i respect the law
nah I've been trying to perfect my character controller for like a year
tryinga fix some ramp physics now
Wait is that something you can do
Can I just straight up steal a character controller
π
My lawyer has advised me to decline commenting on this matter further
can I ask your lawyer if you have experience
Another Doosk video, this time with the DuskMovement addon made by Ivory Duke.
https://www.youtube.com/watch?v=VE5uYZgoe5k
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...
yaas, dark radiant 2.7 has been released.
and I'm already on Mantis to pester the guy who maintains it with more bug reports 
wxWidgets updates are always good imo, bad level editor UI is the bane of my existence.
Made custom class and map selection menus.
GZDoom does not allow these two menus to be customizable as or right now so i had to make my own.
Using Eviternity maps for the example cause the mappack comes with screenies for each map
https://youtu.be/QfJar0m6TWw
so do i just extract the map zip file to my main dusk folder? 
Support the me and my work: https://streamlabs.com/krull0r
Ayo it's your boy ZeHatsu committing war crimes with the Receiver source code.
what
New feature, if you try shooting without having a weapon you make funny noises.
Also I discovered a new bug with the horse riding because of it.
π
New feature for doors.
Uh oh you just got doored
I literally put this in just to add as one tiny part of the tutorial.
@hazy sorrel I always see Caleb as being someone who would do just that... grab whatever rando things he could and pound away. Too bad he can't in the game
he can throw ignited spray can tho
@robust ridge im suing you
Maybe if you didnβt spend 3 years working on a meme mod
cant stop me
Hi I am Alphaent lawyer, i am countersuing you for defamation for $1000000
remade the chapel endless map
theres gonna be a new update video with a bunch of changes and a playable build soonish
sweet, lookin good
cool art style π
that's sweet looking architecture
ty
The ui could use some work imo
oh ye the stamina bar is placeholder and im gonna remake the red hood at some point
That long bright red cloak that serves as a backdrop for the health is really jarring
Ah ok
Dorito is that for MaxAx or a different game?
its for a different game im making
another update on the game
you can see it in action here but this videos fairly outdated now
@unique trellis
Oh thatβs dope
actually looks pretty neat dorito
ty
i fuckin wish
I rewatched that clip the other day and was blown away by the numbers
doritos extreme stunt course
Dang bro
Yeah it was super fun
There was a second?
Yup
The sequel we didnβt deserve
doritos crash course 1.5 HD: dream drop distance
edit: thanks for the downvote cruel stranger
I'm waiting for Doritos crash course chain of memories
Is that a thing
I want to believe it but I donβt lmao
my game is on steam now please go wishlist and spread the word thank you https://store.steampowered.com/app/1229490/ULTRAKILL/
MANKIND IS DEAD. BLOOD IS FUEL. HELL IS FULL.ULTRAKILL is a fast-paced ultraviolent old school FPS that fuses together classic shooters like Quake, modern shooters like Doom (2016) and character action games like Devil May Cry.Mankind has gone extinct and the only beings left...
Summer 2020
Wow nice shill
thanks bro
i don't wanna
lol get fucked
We do not deserve anything nice
Man i wanted to throw my money at you but no buy button
@unique trellis ultrakill is on steam pls wishlist
Now i feel appreciated!
smashed that mf wishlist
looks sick
Thank you, now my day os much better
np
how long have u been working on this?
2 years
thank you
bless π
π
I told all my friends to not get it
so you told no one? 
Delete that

Nah he told me.
like i said, he told no one 
@analog pollen your game looks great
thanks
Been keeping an eye on it on KO, actually made some posts about lighting for it early on. Looks better and better every time I see it. π
i think i remember those, never got around to changing the lighting cause i'd already grown to like it the way it is
It is what it is, and it's good enough for me. Β―_(γ)_/Β―
I'll be picking up the finished product.
cheers
I rarely know what I'm talking about anyways, so you made the right call. 
@keen bear bro we are networked right now......
bro.. we networkin
hey everybody let's do a big fucking think and wonder why Unity chose to convert the compiled C# code (CIL bytecode) into fucking C++ code and then compile the C++ code into WebAssembly for the web target
they should've fucking wrote a CIL to WASM transpiler
well I don't fuckin know
I get doing that in the beginning since they already has IL2CPP and wasm is intended to be targeted by CPP so it was easy to set up that toolchain
maybe because it was cheaper β’οΈ
But like we're three years into having this option and they're still using this horribly inefficient method
cool thing that I didn't make but someone who is working on the same project with me did
A plasma gun?
Menus that scale according to the resolution so that they always look the same (surely not a big deal for modern engines but Doom did not have it so I had to put in the work)
https://youtu.be/frBBs1vb7nY
that menu lookin like sex 2 tho ngl
Oh thank you, I think I can do something more to the visuals but I'll worry about that after I fix all the scaling related stuff
Levers.
you might wanna make the hitbox on it bigger, it seems like itd be a little finnicky to shoot
I can feel the thrill of the high speed deathmatching
What do you do in the game
You establish dominance
Sounds about right
fish boyes
What u using @rare surge? the new stuff or Unet or something else?
idrk what unet is, i just set up some blueprints for players joining and set all the movement and actions to be replicated server side
then for hosting theres a cmd prompt command that opens a dedicated server then we used hamachi and the 'open (ip)' console command in the actual game
oh you using unreal
ye
UNET was Unity's (now deprecated and removed) networking API
nice
There's kinda a bit of twinning on the pose of the crossbows, could use a little bit of variance between hands.
i think the effect itself could use some work, it looks a bit awkward because of the disconnected the particles are, but it's functionally good, makes things a lot clearer
maybe a trail on the hands that would draw a line to connect the particles, if they're all based on the hands' positions
yea thatd be easy ue4 has a built in ribbon particle effect
nice, keep it up
Also I'd probably recommend switching to a post process based lineart solution rather than backface culling line art.
na i prefer using the backface culling method
i only want the lineart on enemies and viewmodels
like how jet set radio only has the lineart on the characters
I mean, you can do that with post process based solutions too.
UE4 has a stencil buffer.
Probably not,
besides im shit at post process stuff
I am an old style kind of guy and the least post process you add the best.
Processing every single pixel on screen every single frame is a burden
Eh in a lot of cases it's better to use post processing for things if it offers the same result, fewer draw calls the better.
something something shader
shaders are nice but i am against stuff that runs on the whole screen
After Type To Reload I'm probably going to try and do as few dependant texture reads as possible, because I have a bad habit of having a lot of them.
I mean you can use masks and buffers, and generally it's better to do things all at once rather than per object.
At least when there's a lot of something.
Game tech art is just kinda juggling a bunch of compromises.
The right skill settings for Game Journalists...
It's all fun and laughs until you have an undesired titlemap bug, so I took this feature away. It was silly anyways =P
https://youtu.be/yQXfyzF9bi4
Cut feature from the mod. Reason: Too silly and undesired titlemap bug.
Do you find the game too difficult? The activate the game journo mode and see how the game autocompletes for you!
It requires a button press to exit intermission though, it might be too difficult for you...
Don't know why, but I prefer no "game journalist" option in game mods...
Link to mentioned gameplay?
Innovative and revolutionary, bold and brave
Loving where Doosk is going.
Far as I can gather as good as ever really
if you're looking to see some highlights the cacoawards are always a good start
doom wadding is "Let me make some complicated shit that depends on the latest version of gzdoom"
All Unity coding is some complicated shit using the latest Unity features
Simple and more "modern-games" type of things are always being made
well I mean why wouldn't you use gzdoom for cool stuff
TTR now has customizable per character text box speed.
A bit unwieldy but I'm happy with how these text boxes are working right now, was originally going to make em rich text but that'd be, hard.
The reason the destroyed buildings in Half Life 2 looked so good is because they started with modeling an intact building and then added destruction to it
Just in case this info helps anyone
love this
Done with all the coding, now I have to make maps π©
https://youtu.be/nEL92W9g9s0
That's the fun part!
Time to stare at my 1000 textures packs to pick a theme
So who's mapping what here?
I am going to map for my DeFrag project.
But i am a slow mapper so it's gonna take some time
That game is made in Ue?
it looks like unity to me
Hatsu's? yes
i assumed they were talking about vytherns thing
oh I didn't watch that video
but yeah vytherns is unity
none of you is making a game in Cube smh
none of you is making a game in DarkBasic smh my head
the fuck is dark basic
also @unique trellis why not cube2
You are right why not Cube2
darkbasic is one of these old languages meant for newbies to code 2d or 3d games
from the dudes behind "the 3d gamemaker" and "fps creator"
iirc brigand oaxaca was made in darkbasic
Queen of clubs
huh it does look like a club
What is the green bar about?
it feela a bit confusing since it is grouped with the bolts string
man i love lighting needs to be rebuilt its my favorite game
same
12 unbuilt objects was a good entry
i guess it is confusing at first but it only takes a few seconds to figure out what it does
I would keep only the ammo stuff on the right and move the stamina bar somewhere separate
i thought about having it in the bottom centre but the black bar would be too distracting in the centre
and it makes more sense to me atleast to have things in 2 locations instead of your eyes shifting around 3 parts of the screen
Of course i cannot force you to do anything but for my final argument i will say that if a hud element is confusing even for a few seconds it should not be there
That is a good thought
yeah under the health is where i'd look for stamina
I am mighty pleased
Put a black backdrop behind the ammo and you got yourself an hud
yee
I'm new to game developing, what's an easy engine I can use, especially for people with no programming skills?
it depends if you mean absolutely no programming skills or just new to programming
I'd say Unreal or Unity for 3D and um, Godot or Unity for 2D.
id say unreal is the easiest out of those personally since its coding is visual, you dont have to type lines of code
clickteam fusion is very very accessible and decently powerful if you want to make 2d
it also depends on the type of game you want to make ofc, but for pure experimenting, yeah, Unity... stuff like Twine for text-based stuff...
@rare surge absolutely no programming skills, I know nothing.
I don't recommend Click team fusion because code is stored per level rather than being universal if that makes any sense.
yeah it has annoyances but its good for learning
it was my first engine personally
also id recommend looking for online programming courses because you do need to know the fundamentals even with an accessible engine
oh gamemaker or RPG maker are good starts too
probably better than fusion
i havent used it personally so cant confirm
Also gamemaker studio 2 is not free.
the bad things might be because theres a lot of low quality stuff made with it due to its accessibility
o
youll definitely want something free while you dip your toes in the water
Unreal isnt really a good 2d engine I believe since it's more focused on the 3d aspects.
yeah youre right on that one
I dunno about Unity tho.
unity supports 2d but youre still better off with something specifically made for 2d
Such as gamemaker studio 2, which is paid to use.
coding a simple 2d game from scratch with c++ or anything similar might be a consideration too
would teach you both the programming and design at the same time
well youd be learning how to write code and use a programming language in general, aswell as learning the maths and coding needed specifically in the context of game dev
Ah, I see.
coding a simple 2d game from scratch with c++ or anything similar might be a consideration too
?
Like, with notepad or something?
i think youd use visual studio
Well, an advanced version of it.
Oh ok.
visual studio is sort of the notepad++ of vidya development
Love2D is what I would recommend for someone learning programming
love2d is very very good. I would also recommend it
Mari0 was made with Love https://stabyourself.net/mari0/
What happens when you mash Super Mario Bros. and Portal together?
Question on purchasing gamemaker studio: there's the official website that has it, also the same version(s) on Steam.
I'm confused to whether if it matters where I get it?
afaik they're the same thing
If you buy it on Steam I think you can link your account with YoYoGames to get a copy on their store anyway, and vice versa
np
yes
Qualk
Personally I think I'd rather just type in "options" and have an options menu come up instead
It's novel just typing in the options with the value you want but it'd get old and annoying after a while
and excludes the ability to set multiple settings easily and efficiently
Ye dont be obnoxious with controls outside the gameplay
7th gen games settings on pc was too much
With actual possibility of softlocking yourself in options menu like in bulletstorm

hallo everybody, do i need to download a quake. 1 map editor to make maps for dusk?
Yup, TrenchBroom is the recommended editor for now.
something like TrenchBroom and JACK
You should check out #dusk-modding, that's the place where all the cool DUSK modders hang out. 
and how do i test out my maps do i need to overwrite existing level map names?
Nope, all the documentation and notes you'll need are in that channel. Some of it is even pinned.
Trust me, it's nice in there.
alright then thanks for the headsup
Is Gamemaker Studio 2 worth buying?
get the free trial first
Expired
ah
The thing is, I didnt even get to use it.
I activated the free trial and forgot about it entirely
So it was already out of use when I came back into gamedev.
i havent used it myself but it looks worth the price
Same.
I must say, $99 is a bit overpriced for a game engine.
Especially its simplicity compared to others.
you could get the creator package for 40 bucks
if you only want to develop for windows and mac
Imagine developing on anything other than a desktop
As a pc gamer, I prefer pc dev than anything.
And +50 more bucks you'll get the permanent license.
Didn't gamemaker have a free version
Used to back in the day
yea i always thought gamemaker was free
also id only advise using gms if you wanna do 2d stuff
does it even support 3d at all
it can be done
gamemaker "has 3d support", but I have no idea why would anyone even bother with it
kind of like how blender "has game support"
no actual level editor for that, and it's really limited in functionality
I saw some 3d games back before it had 3d support
with enough patience and vector math you could rasterize shit, and with GM6 or something you can load DLLs
Well, Blender "Had game support"
perhaps try monogame
I suck at 3d level design. That's why gms 2 is ideal for me.
I've seen some impressive things done with the engine too.
I hate it, thanks
You are welcome
You will be able to hate it from your computer in around half an hour when I post a download link
I've lost count how many times I've had that "sigh infinitely tall cacodemon bastard" moment in some "creative" wads
So I'm guessing that it stretches the sprite up to the ceiling?
It stretches the sprites to match the sector height
So, stretches it up to the ceiling then, got it.
Yes
This is the true way to play Doomβ’οΈ
It also forces all monsters to be glued to the floor, otherwise the sprite would only stretch from their position, not the floor
Especially crucial for flying monsters
Not sure wherever it should go in memes or here but there it is
https://forum.zdoom.org/viewtopic.php?f=43&t=67296
Discussion about ZDoom
We can all agree the jarring discrepancy between actor hitboxes and sprites had to be fixed
do the lightning balls from cacos just come out of random locations
seemingly random?
The place where projectiles are spawned depends on the actual position of the monster
I cannot adjust the projectiles to come out at half the height of the monsters
Or I could with a huge amount of work that a joke wad does not deserve
wouldn't it just be half the height of the sector
Yes but that means going into the code of each monster to edit their projectile firing function
I cannot do a thing that says "take all projectile firing functions are change the spawn point"
Not that I know of
any way to lock the monster's heights to half the sector height then? I don't do doom modding
That is indeed possible but the sprites are drawn from the origin which is the bottom centered point of the hitbox
So if I set monster to be in the center the sprite will also start from the center
Unless I again change offset of all sprites by hand
That cannot be done by code I have checked
Gamers, it's time.
H
H gaming is real
What are the system requirements for gamemaker studio 2?
a computer
keyboard and mouse
Thanks, I never had those.
bal bout to make REAL heretic 3
hell yeah cant wait
AE is actually Quake 9
dame
Amid Evil is Strafe but worse
there u go
that's not the strife 2 chat mr.
Sometimes I feel like mods are the real bullies.
Anyway, I guess that means I can run GMS2 with no issues then.
Here are the GameMaker Studio 2 Desktop System Requirements (Minimum)
CPU: Info
CPU SPEED: 64bit Intel compatible Dual Core CPU
RAM: 2 GB
OS: Microsoft 64bit Windows 7
VIDEO CARD: DX11 compliant graphics card
PIXEL SHADER: 5.0
VERTEX SHADER: 5.0
FREE DISK SPACE: 3 GB
GameMaker Studio 2 Desktop Recommended Requirements
CPU: Info
CPU SPEED: 64bit Intel compatible Quad Core CPU
RAM: 8 GB
OS: Microsoft 64bit Windows 10
VIDEO CARD: DX11 based graphics card
PIXEL SHADER: 5.0
VERTEX SHADER: 5.0
FREE DISK SPACE: 3 GB```
I've had a windows tablet that met the damn minimum requirements, you're prob. good
Perhaps..
Lil guy's ready for Gami_g
He is perfect
what a very good boy, give him a lil smooch from me thx
He gamin
Gami_g
naked gaming
@analog pollen gman finally did it, eh?
ye
good for you
thanks
Got the lil guy walking around now.
damn
So are the enemy stored in the balls?
possible
Experimenting with portals, for science.
The source for this project is currently available to patrons, but will be available to everyone from 28 Feb. If you'd like to get access now, or simply want to support me in creating more videos, please visit
https://www.patreon.com/...
@penis tower
Animated the models.
that animated water tho
Playing around with more effects. Added procedural smoke and fire π Also, hoos a gud boi???
For #SKALD: An old-school #RGP coming soon!
#screenshotsaturday #gamedev #indiegame https://t.co/8lsGtGqWOb
@wraith beacon
WantJump False
How dare you deny a PlayerController the opportunity of a better outlook in life?
depends on your perspective, what if "jump" in this context is referring to jumping off a roof as an act of suicide?
You gotta respect individual choice
Also that playercontroller looks like it has fall damage turned off
If anybody is looking for a quick way to upscale some stuff I found this to be by far the best online tool.
Handles well transparency and results look great, I have used for a few menu graphics
https://bigjpg.com/
It is based on Waifu2x
Weeb power indeed
I know dorito but we cannot deny the truth
Original
2X upscale
I say it looks almost perfect
p much
4X acts jerky but if you give it two rounds of 2X it comes out great
I suggest maximum noise reduction for best results
At least that is what I noticed in my testing
4X result for reference
lmao
Over than that A+
I made Unity game with small college team
and saves are stored in the balls

trying to put slienced tt into sub rosa anyone know how i might get the model
Gonna have to check out Godot at some point
I've seen people prefer Godot over Gamemaker Studio
I still don't know which one is better and its main differences.
i know that godot uses GDscript which is based off python
idk how coding works in gamemaker
Don't tell me people prefer godot just because it's free.
that might be it
Frick.
when i tried using it it was very hard to learn because of the lack of tutorials
altho i didnt know game dev at the time
I hardly know anything about programming.
I've been a texture artist all these years.
I use unity cus it's free 
But I'm a hardcore 2d fan.
So I prefer engines specifically made for 2d games.
Fellas does Unity include .cs files that aren't used in a build?
No you must provide your copy of Counter Strike
Jokes aside i do not know
@unique trellis Yes (by default) because they might be accessed through reflection
Although if you do an IL2CPP build they will be stripped by default, except types that have been marked for inclusion via link.xml
Alternatively there's [Preserve]
(although [Preserve] is only useful for code you control of course, you need a link.xml file to preserve classes from third party libraries and stuff)
Thanks zomb
Enemies now use the new models.
Gamin
There really is alot you can do with the type to reload concept
type to shoot.
thatd be cool and hard at the same time.
I wonder if there will be other instances were the user will have to type to do something
Most other typing action games do the type to shoot thing
however it doesn't really allow you to pick your targets
neat.
maybe if he picks a berserker medkit he has to type in words related to anger or the navy seal copy pasta
the more the player types the more berserk the character becomes
has to type every speech bubble from the doom comic
NOW I'M RADIOACTIVE, THAT CAN'T BE GOOD
CHOO-CHOO-CH-BOOGIE! CHOO-CHOO-CH-BOOGIE! CHOO-CHOO-CH-BOOGIE!
so for those who dont know im working on singleplayer campaign for penance to practice mapping and such π https://twitter.com/Akselmo/status/1226968851050631168?s=20
Gamer variants
Kpop fans be like
Omg which ones your fav
Mine is the one on the far left because he's a good sheriff and not part of a gang of outlaws.
He did go streaking that one time though
Getting the variants implemented.
damn that looks pretty slick @wraith beacon
This pretty was fun to code, more games need tiny head mode (and big head mode)
https://twitter.com/heytherecoffeee/status/1227838717747851264
New feature, you can now sleep.
Can I just sleep the whole time I play or will my slumber be ruined by some crooks?
You won't really get anywhere by sleeping but I just felt that the game needed a "haven't pushed any buttons in a while animation"
so glorified idle animation
I mean yeah that's what it is.
https://forum.zdoom.org/viewtopic.php?f=4&t=67466&p=1137625#p1137625
Nothing special but maybe somebody will find it interesting
https://youtu.be/phjcZ56YDR0
Help box that pops up when your mouse is above the option label
Discussion about ZDoom
2 days of reverse engineering later
I am not too familiar with Unity so do you mind if i ask what it is about?
It accesses internal C++ side data from the engine and exports it into a format that various Unity extraction tools can use
This is leading up to a bigger project of mine, but since it's already useful I figured I'd upload it
Very nice
I'm pretty proud of the trick I used here https://github.com/DaZombieKiller/TypeTreeTools/blob/master/Assets/PdbImportAttribute.cs
Unity includes a PDB file with each release, so I use the debug symbols in that to locate function and data addresses at init time, instead of hardcoding them manually (which would only work with one version of the engine at a time)
i may not have an SDK but some people can manage this even without one: https://youtu.be/0uHdBJTp8lo
Lots of gunne
This isn't my main channel. Subscribe to https://www.youtube.com/channel/UC_XaIjLffxy7dIheyKnErWg
it only makes sense that the first mod should be about a op vulgar gun
Let's hope nobody will make Brutal Ultrakill
Shill
what would that even entail
excessively loud sounds and poor performance for the sake of having more gibs
isnt that what the game already is
There is a thin line between excess and tastefull
Polished the sleeping.
Needs a few more Z's, but looking gooood.
Hard to keep a decent sleep schedule when fighting the bold gang.
what was that
Does the ultragunne have shotgun pellet punching tech
If not then it's literally worthless 
it does
Allow me to introduce myself.
I'm a small nobody who's chanced on DUSK's Steam news announcement. The SDK is officially in alpha. I, with very little to no recent experience, want to seize this opportunity as a chance to pick up a virtual hobby, so to speak.
So I pull up the links, I download... files... and... now I realize I've hit a snag.
See, I've been told to go grab TrenchBroom. That's great. I've been directed to videos where people are using TrenchBroom. That's also great.
...I think I might have gone awry. I downloaded a bundle of files from the GitHub of kduske/TrenchBroom... but... I can't find the executable. And I can't use the README file, it's an MD file and when I google software for it, I'm confronted with two very similar names: Markdown, and MarkdownPad. Left with a coin-toss to pick the right one, I've picked neither and remain in the dark.
Videos show me how to use TrenchBroom, but I haven't found a video on how to set up TrenchBroom in an up-to-date video with an up-to-date set of files. So I'm left thinking I downloaded the wrong stuff, so now I'm stuck!
Where do I even download and install that stuff to get started? That's my big question.
Sounds like you downloaded a version of Trenchbroom that needs to be compiled
go here for compiled releases
make sure you download and install the Β Visual C++ Redistributable if you're on Windows
once you got that I'd recommend you watch dumptruck's Trenchbroom setup guide (focues on Quake) and the two minute setup guide for DUSK (found in #dusk-modding pins or the NB Wiki)
Ryack is correct. Also, you can open an MD file in Notepad just fine if you don't have a markdown preview tool handy
This is going to sound like a dumb question but, where's the actual download link on that webpage? Do I need to register to GitHub to see it?
On the main github page there's a link for releases
which is precompiled stable builds (most of the time)
depends on the developer(s) that host their software
Is it something like #2259? There's that link... then there's a link like [Latest Release] which just takes me to the same webpage I'm already looking at. There's below that, v2019.6. I click on it and I get a dropdown of various files, with a green button of Clone or Download.
Oh this might be the right one, because this version has a few different folders! It has 'benchmark,' 'test,' and 'vecmath,' unlike this version that had 'dump-shortcuts.'
Aight now here's the head-scratcher, there's no executable file in the download...
grab the 7z. of your OS
I have the 7z of my OS already
Yea... yea it's a compressed folder
containing the application
what OS are you running?
if Windows get Win32
Windows
Oh I get it now, I see what's going on
Okay. Now there's... a 7z and a 7z.md5
Right, it's a much bigger file
yep
Little feedback, this part is really, really convoluted lol, I always end up getting sent straight to videos where TrenchBroom's already been launched
No worries you get the hang of it
If you need anything else from github you know where to go now
Yeah I get it now, gonna just get this 7z and... now where do I put it...
Anywhere you fancy really
Alright, so what do I do with that other jumble of files, do I just get rid of those?
No, the files I already uncompressed before even coming here, the ones that had no executable
Yeah I can definitely see how someone may be confused by that process
ah you won't need those as a end user you can get rid of those
I might look into making some kind of auto downloader later
That would be dope
Just a readme and a set of screencaps would do the trick
I follow those pretty easily
Use the GitHub API to grab the latest release, which then downloads & installs it for you
Could then automatically set it up for Dusk usage too
Yeah I should register for GitHub so I can stay up to date
I'm not registered there so I'm not sure what the benefits would be, in terms of following stuff
Just wanna say, you guys are awesome.
I just follow the developers twitters or see people talking
New Blood are a bunch of cool blokes yeh
Ok... now extracted to a little custom folder I named DuskDev
And viola! Little square menu, "New Map..." no games found so, yeah! I should be able to just watch videos from here on out, thanks all!
π
Looking forward to seeing what you create!
I've got some crazy ideas that abuse quirks of DUSK's engine but, the quirks are just bones - they need the meat of level design to go with it too
Hey. I have opted into the SDK branch on Steam but I can't find any SDK directory, like is mentioned here "SDK/mnt/local/" - https://dev.newblood.games/index.php/Dusk:FAQ#Creating_Mods
dusk's engine is just unity
π ±οΈusk
I think dusk mods channel fits better for that kinda stuff btw do check it out
I'm writing out a quick guide for downloading TrenchBroom, so I got a question to get this information right. If you're on Linux, do you download and extract the .dmg or the .rpm?
@hollow adder debian derivatives can use "dpkg" to install the .deb package. I think .rpm is the same but for Red Hat derivatives
Right I meant .deb, not .dmg, thanks, okay.
Eugh, my post needs some editing.
wouldn't this fit better in Dusk-mods
Sleeping on a horse.
I've just recently started mapping for doom 1 and 2 in doom builder
still learning the tools
Boing #screenshotsaturday #gamedev #indiedev #madewithunity https://t.co/fVkaSZsrLy
added jump pads
Just another day at the workplace
Maybe you could have a couple of sounds for the jumppad
maybe
yeah should add a random pitch shift obvs
and probs use this sound for player/enemy and then a fainter one for objects, gibs and such
I personally think sounds that are fully re-pitched is too much.
I think if you could do a variation with a different start and another one with a different tail it would be enough
Different sounds depending on bouncing thing would be top
you'll barely notice a 10% pitch variation
By tail I mean at least the last 3rd
My language was not good enough to convey that thought
no i get what you mean
i'm just saying that if i add a 10% pitch variation (+-5%) you'd barely notice if at all but it'll add practically infinite variation to the sound
it's enough to make it less monotone
Oh ok I get it
There was a misunderstanding
In my mind I was thinking about the Marathon exploding dudes who have huge pitch differences
Terraria does that too, has a pitch variation. Absolutely crucial to the lifespan of playing it
do custom maps work in duskworld? if so, how can I get a game up with a friend on a custom map?
yeah thats further down the road
Hey everyone, I got a (stupid) question in regards to creating maps for Dusk with TrenchBroom. Took me a while to get TB running like in the guides I found (https://dev.newblood.games/index.php/Dusk:FAQ, https://www.reddit.com/r/Dusk_The_Game/comments/f33t7u/how_to_make_maps_for_dusk/) but I think I managed.
Thing is, while I do have access to Dusk's textures from the WAD, I can't seem to find any Dusk entities in TBs browser. Do I need to import those via additional means? Never worked with TrenchBroom before and I only have some faint Doom mapping experience from waaaaay back, so I'm basically a total noob here.
There's #dusk-modding for dusk related modding and check entities.txt the sdk folder to find which entity works in dusk
Some translate to dusk ones like monster_dog becomes a black phillip
Oh, sorry. I assumed dusk mods was for finished work. Think I got it now, thanks. Just found a list with all entities and how they correspond to Dusk. Thank you! β€οΈ
It's time to prove your worthiness...
Finally, Doosk is out! Crossbowjump and bunnyhop until it is done =P
https://www.youtube.com/watch?v=Oo9E8axNJcM
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads
A mod that ports Dusk weapons and some of its mechanics into Doom engine. Also features achievements, a custom hud, a flashlight and a bar of soap. And a Bigger John. And lots of fun.
Doom in Dusk when? I don't...
Yooooo it's out?
Yeyeyeye
woah
Finally, Doosk is out!
friendly reminder by myself to not open doosk in slade3 and neither look on the textures folder, i learned it the hard way :/
other devs: sues your ass for making mods based on their games
duskdev: π
other devs out of touch lawyers*
Some guy: Hey I made a Pokemon mod what do you think?
Some other guys: Hey that's pretty cool
Nintendo: I 'M ABOUT TO END THIS MAN'S WHOLE CAREER
There will be an upcoming patch for doosk in few days, regarding an achievement issue, letting people pick up sword on campaign and barrel/soap pickup issues if switch on pickup was disabled.
Also, keybinds will be set to default next time, forgot to switch my personal configuration before uploading =P
https://twitter.com/BRAVEorGRAVE_/status/1229579586125434882
This is beautiful
Someone made a 'Zombies ate my Neighbors' Doom mod π @toejamandearl @Watch https://t.co/D88orsbvvT
1537
4992
absolutely fucking beautiful
I remember this from a few years back
I saw that the other day, and I know the dude who works on that project. Very interesting indeed.
Ever wondered how to do toon shading? I got you covered! Here's a short and sweet 60 second #shadersdonequick tutorial. πΆ You can get the graph here https://t.co/exNPPXguDk #unitytips #madewithunity #indiedev #gamedev #tutorial #shaders https://t.co/akkxwWdm2p
145
674
ZAMN?! Hot dang. Dead Rising Jr!
Now we need a Dead Rising DooM mod
A little breach and clear practice during a play test. Those are door locks being shot out by the shotgun. This allows the door to be opened. There are also explosive breaching charges.
mod for the 2014 insurgency, check out the steam guide for it
will teach you the ropes pretty quick and has a link to the discord
how many times am i freakin gonna see that doosk thing?
now why would the community of the publishers of Dusk talk a lot about a Dusk related thing? quite a mystery
Dusk sucks
Better than Fortnite spam
it's a mod, featuring a game published by new blood, on the #general-modding chat, I mean, if there's a place where people are interested in seeing the mod progress it's here
so I'd say you're gonna see it quite a few more times
Like, right now...
Buffing the riveter a little bit. Now it does damage that resembles 2 rockets. (more or less, up to rng)
Damage increased from 100 (+20 random(1,8)) to 150 (+50 random(1,8)).
And "fulldmgradius" increased from 18 to 72.
Also sightly buffed the mortar by extra 20 damage, amongst other things.
(don't worry i'm not gonna spam every little change, but thought the riveter buff could be somehow relevant for feedback.)
Oh is that because the Riveter gets much less ammo economy and half max ammo compared to DOOM's rocket launcher? Makes sense
Mortar and riveter did the same damage, but thought the fast firerate of riveter was enough "buff" for the rockets, as in "You fire faster but you sacrifice a rocket ammo". To keep the vanilla-like balance.
Then noticed people on livestreams struggling with ammo management and using riveter very often, and I was like, "yeah I'm not sure that idea will work anymore".
Anyone here into doom 3 mods? Which one should I choose for similar to vanilla walkthrough. There is just so many of them on moddb. I cant decide.
Perfected doom 3
looking good
LAZER
excuse me it's called a beam
Beam, lazer, they're the same.
Nice beam
LAZER...caution...LAZER...caution...LAZER
Type to Reload has some vertical autoaim now.
DOOMed to Reload
do i need permission to post a video in here?
If you're trying to upload stuff you need to reach rat #ranks
Linking videos of your work is fine as long as you're not making profit off of it
No monetized videos or links to store pages
ah ok, that works then
Shilling is bad 
If you're just showing off your game or linking to a mod you've made then that's fine
cool
Yea if you shill too hard you'll end up like @analog pollen
Dead
ultrashill
ok
No back off hakita
in that case - heres a twitter link! https://twitter.com/vmpr_cmptr_ppl/status/1230345710815662082?s=20
i just met the world's greatest #rozeblud player at @wondervillenyc playtest night - a few rounds in and he started trouncing me - glorious! he told me he intuited the chess-like strategies available from playing the different classes off each other! https://t.co/9ILpL6KI5h
ZMovement 3.2
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
New Features:
- added option to have a more Quake like wall friction;
- new-ish option menu, now the tooltip is displayed near your mouse pointer after it has been on top of the option label for a second.
Changes:
- general optimization, partly thanks to functions I previously did not know existed (SetPos(), SetXYZ(), CheckMove() etc. etc.) but mostly because of generally improved knowledge;
- total rework of the bobbing logic to be more lightweight and not behave differently depending on the framerate;
- removed a few redundant or useless cvars.
Bugfixes:
- fixed jumping acting janky on 3D slopes less steep than 45 degress;
- fixed crouch toggle not working;
- fixed AirDash not granting speed boost for Dusk, Painkiller, and Quake movement modes;
- fixed player being shot in a bottomless black void when using Quake Movement when releasing all directional inputs after moving against a convex corner.```
Fun fact some of this stuff was already in DuskMovement for DOOSK
Discussion about ZDoom
Doosk just got an update =P
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-public-version
So many bugfixes that i can't type them all on Discord.
Sword and soap added to campaign, several barrel/soap bugs solved, Untouchable cheevo bug fixed, buffed mortar/riveter, tweaked main menu and several more subtle stuff.
Probably the last, just some needed optimization
wasn't the last one the last? :p
In the last months I acquired some crucial knowledge that allowed for some nicer looking code
Think about it 3.1 except code looks better
I rewrote the entire bobbing yesterday and it is 100 times better
oh would you look at the time it's SHILL O'CLOCK
https://youtu.be/q8-I8v4KQpo
DEMO: https://hakita.itch.io/ultrakill-prelude
TWITTER: https://twitter.com/ULTRAKILLGame
DISCORD: discord.gg/wbJZqfZ
The game is progressing at a slow and steady pace. This marks the halfway point of Act I.
21/02/2020
Man it really is shill 'o clock
it's shill o'clock whenever i'm awake
https://forum.zdoom.org/viewtopic.php?f=37&t=65362
i made a bunch of trash resources, some of which can even be used outside of doom
Discussion about ZDoom
including the bunch of gunshot sounds i made
here's a cool preview of those
note: these are loud
Does anyone know where I could find a decent Taurus Judge model?
here's a cool preview of those
@low thicket goddamn man those are sick
Final ZMovement update to address a couple of bugs which have been brought up after release
https://forum.zdoom.org/viewtopic.php?f=43&t=65095
Discussion about ZDoom
@robust ridge I was almost tempted to explain the meaning of this but it's more fun to keep it a mystery 
It always could be doomero
doosk the rat
RAT PAIN
Maybe I'll be Tracer
https://youtu.be/Ghch-Kdc_nI
Not planning to do anything with it.I happened to stumble across a Overwatch video and wondered how long it would take me to recreate the Tracer's ability.The results are good enough for a quick shitpost.
yo what
It do be like that when you pick Tracer
made a weapon anim, i haven't made one of these in a while
the uzi sprites are my own, they were made using a 3d model from an obscure f2p shooter i don't think anyone plays anymore
Decided to release my Tracer Recall imitation in case somebody wants to have some fun with it.
https://forum.zdoom.org/viewtopic.php?f=4&t=67638
Discussion about ZDoom
That animation is so bloody smooth, i love it.
@low thicket that looks really great!

someone should make doom mod where its all weapons with no hands
just to trigger @wraith beacon
Reeeeeee.
Then make an addon for it that makes the hands gloomwood hands
Also @low thicket I would love to see a more "vanilla" flavored weapon pack mod using these weapon anims, sorta like Final Doomer or High Noon Drifter where the weapons are predominantly without alt-fire and instead tuned more for the gameplay. Just seems like fitting weapon anims for that sort of thing.
I hope someone comes along and asks your permission for that, or otherwise that you're doing something with them because it's great stuff 
@misty sparrow @wraith beacon
HDusk?
Second beloved

I could accept Hideous Destructor a lot more if you didn't move like a morbidly obese 74 year old man with a bad chainsmoking habit
you cannot travel long distances well but there is no issue with regular levels
also you can use berserk to move insanely fast
Sick
Smooth
@unique trellis Russian Overkill already did that 
magick bullet handz
More bang for your buckshot: An alternate arm with shotgun shells stored in the knuckles. Hold punch to blast them, sending nearby enemies flying.
There's a certain beauty to brute force, don't you think?
#gamedev #indiedev #screenshotsaturday #madewithunity #unity3d https:...
Can you use this to fist the shotgun shots for even more unlimited power? 
nope, only the standard fist can parry attacks, so each arm has a unique role
Fair enough
@analog pollen This means the other fists will have their own tech right?
hopefully
inb4 jab's bff bread will copyright that cuz he came up with the idea first
with what idea, having shotgun shells in a punch weapon?
cause Blaster Knuckle did that in the early 90's
With a timothy machine at that
been working on a new doom thing after a long hiatus
holy shit the video quality is bad
sprites are all lifted from things but the code (barring edits of vanilla zdoom stuff) is mine
Did you get permission where possible?
most of it's game rips or realm667 sprites, though the flamethrower is from an old wad xaser made
the plasma cannon's from the old weapon resource wad
@analog pollen RWBY
what
no
promises, promises
just learning of the existence of Sonic Robo Blast 2
It's almost here.
After several long years of development, Sonic Robo Blast 2 is getting its biggest update yet. Check out the revamped singleplayer campaign complete with all-new levels and boss encounters, plus tons of secrets and extra content. Sonic Robo Blast 2 is a fang...
i guess its doom engine, pretty amazing
OG Doom Engine or do you mean GZDoom?
I assume you mean the latter because a lot of this crap appears blatantly impossible in the OG engine
I'd be impressed if they managed all this with those limitations
the older versions of robo blast were modified versions of OG doom engine
since the earliest version was made in like '99 i think
the games technically impressive but honestly its not very good
I have heard good things about the kart spinoff
I have a bunch of friends that play it regularly
DOWNLOAD:
https://mb.srb2.org/showthread.php?t=43708
DISCORD SERVER: http://discord.gg/WJmqDtN
FORUM THREAD: https://mb.srb2.org/showthread.php?t=38088
MUSIC: https://www.youtube.com/watch?v=OG6rwHWag94
MUSIC2: https://www.youtube.com/watch?v=xinlX2VJgvY
sanic doom mod?
Unfortunately just like many other things in life it has been tainted by ultra weeb player sprites sets
Noita was tainted like that almost immediately
Before modding support was even done
All good things are infested
There is no justice in this world
just take a look at the l4d2 workshop
half of the mods are big titty anime girl reskins for zoey
Same with Serious Sam
@sudden herald What mod is that you're working on?
gzdoom based mod that's like a professionally done up send-off to old stupid joke wads i made back in like 2014-2015
the idea is that it'll have smash tv-esque gameplay where it's about hordes of weak enemies and slower bigger ones
just using vanilla maps as gameplay reference
If we're talking massive hordes, you know what would be great?
Turning all hitscan weapons into FastProjectile weapons, and applying short stun and knockback effects that scale with damage dealt.
Mowing down a horde of monsters is one thing, but making huge waves of corpses with a well-placed rocket is something else entirely.

rockets and stuff definitely are effective
i was gonna make the hitscanners projectiles originally but it didnt feel right
also enemies that use "hitscans" use the melee state at a limited range
i made a wad for the vinesauce contest that was a proof of concept for this
GOT YOU.
Date streamed: 17 Oct , 2018
http://vinesauce.com
http://www.twitch.tv/vargskelethor
https://twitter.com/vinesauce
https://twitter.com/joel_vinesauce
For streaming highlights:
https://www.youtube.com/user/exinthevatican
For full streams:
https://www.youtube.com/user/...
first one in the vid
this one actually uses projectiles for player weapons but the same melee concept for enemies
Did you use projectiles, or FastProjectiles?
It genuinely makes a world of difference.
Classes: FastProjectile
ββBlasterFX1
ββCFlameMissile
ββMageWandMissile
A base class for all fast projectiles, with special movement code. Standard missile code doesn't manage speeds greater than about 60 very well. To create a fast-moving projectile, inherit from this class or...
fastprojectiles lmao

i use it for other weapons in the current mod
the shotguns and stuff have goofy knockback so i think it's fine
I'm still learning, so you'll have to excuse me if I rattle off something stupid.
My ZScript probably looks nightmarish.
dont feel bad mine is super basic and still relies on decorate stuff a lot
i'm just good at making it look less hacky than it is lmao
this mod still uses SBARINFO because zscript huds terrify me
the most zscript stuff ive done is stuff that absolutely wouldnt be possible otherwise
or rely on launching ACS scripts per actor which would be eeeughhh
eg enemy hit flashing or universal non-state dependent trail/particle/whatever effects
SBARINFO is trash and it kinda makes me wanna sit down and learn how to do it in zs lmao
its really bad
i just wish the status bar stuff on the wiki was better documentws
I would love to know how to reconfigure the main menu itself, personally.
ok yeah i just looked up forum guides and this looks so much better jesus
you can just kinda grab all sorts of variables and shit
without relying on overly specific functiona
SBARINFO is the worst lumo ever coded for zdoom
ZScript HUDS are so much better
DrawText
DrawBar
DrawTexture
That's it
I would love to know how to reconfigure the main menu itself, personally.
That requires editing Menu classes
It will be painful at first impact and will get better later
It will be painful because ZScript documentation is bad and what little there is is mostly absolutely unhelpful
how do i get drawstring to just print out normal text
if i just want it to say like something stupid "ass" unchangably
a basic string
just doing it to test
i got my hud box images up and running but idk what the drawimage flags are
First you need to initialize your font
HUDFont MyNormalFont;
Override void Init()
{
[...]
MyNormalFont = HUDFont.Create("FONT_NAME", fnt.GetCharWidth("0"), Mono_CellLeft);
}```
i have the one from the doom statusbar up
How feasible is main menu modding in GZDoom without creating a whole new branch?
native void DrawString(HUDFont font, String string, Vector2 pos, int flags = 0, int translation = Font.CR_UNTRANSLATED, double Alpha = 1., int wrapwidth = -1, int linespacing = 4, Vector2 scale = (1, 1));
These are the values for DrawString
Self explanatory except the flags
Like, let's say you wanted to replace the text strings of the main menu with basic, static images. Is that feasible? π€
yeah but when I type anything into the string part nothing comes up
do i have to go through the entire thing or something
it works if i use FormatNumber(CPlayer.health, 3)
The flags are listed in file zscript/ui/statusbar/statusbar.zs
enum DI_Flags
I am not going to paste 200 lines of code here
if i just type DrawString(mHUDFont, "FUCK", (80, -32)); nothing happens
Of course it doesn't
you have no defined the origin of you position
You need to add flags
It is drawing it outside the screen
Whoops, missed an earlier message because I'm a fucking dumbass. 
yeah not knowing the flags really really doesn't help
That is why I told you where to find them
The thing I wrote will use the top center as the origin for your desired potion
(0, 10) will draw slightly below the top of the screen
Editing a menu will be more difficult the more complex things you wanna do
Adding a static background only require Screen.DrawTexture
A background that does not change depending on the resolution
A background that changes would be much more difficult, I'm assuming.
I mean, like, reacts to player input (i.e. changing based on what is hovered over).
i rewrote all the menus to always look the same regardless of the resolution chosen and that took the most effort.
By default the menus are initialized in the GZDoom boot resolution 640x480 iirc
Did you make positions and sizes relative to resolution?
Therefore will look tiny at high res and gigantic at small
I have used a feature that says: draw things on screen as they would look at a certain reslution
While I have absolutely no idea how to practically do such a thing, I would focus on designing the menu according to the aspect ratio, and separate resolution scaling from that.



