#general-modding
1 messages · Page 60 of 1
Of course, I could always just go with the base resolution of 640x480. 
To simplify I have applied that concept to every menu items making sure mouse detection was not messed up
I wonder if it's possible to make two specific layouts (4:3, 16:9), slam everything into a single object, and rescale that huge group like a viewport.
I made sure things would look good at 4:3 (which cuts the sides) and then everything else was fine
By accident it makes things work at weird resolutions too, although it looks stretched
I'd probably be pedantic and make two specific layouts, personally, though each layout can be stretched depending on the ratio.
For 16:10 and similar widescreen resolutions, it'd stretch the 16:9 layout. For 5:4, 3:2, and so on, it'd stretch the 4:3 layout.
Or hell, since people can do really weird shit, just default to 4:3 if it's not a recognized 16:9 resolution. :V
Your approach will not work, cause the menu will look different at resolutions internal to the sam ratios.
1280x720 != 1920x1080
That's why I thought of treating the entire layout as a single viewport, if it was possible.
But that might be beyond the scope of what's possible with ZScript.

If you do that you have to rewrite
EVERYTHING
And I say that because to apply my approach i literally rewrote every single menu item
Man, I'm just a shitty GUI designer. My programming skills are awful.
even if it means PAIN
I can make the interface, and break it up in a way that would work in the context of an interactive game menu, but fuck me. I drop the ball the moment coding comes into play.
You want me to give you an overview of how menus work?
So when you look at the code you will understand
Something
id be willing to listen since thats what i wanted to learn after
I would, but I've got to head home in seven minutes.
Ok a menu is like a container
But is like a container of a container.
The menu items are stored in a dynamic array that the menu can access to draw them on screen
this is totally stupid and useless but could you theoretically make a horizontal main menu
Override void Drawer()
{
for(int i = 0; i < mItemCount; i++)
{
OptionMenuItemClassSubMenu(mDesc.mItems[i]).Draw(mDesc.mSelectedItem == i);
}
}```
You can yes
since its just arrays
The menu uses its Drawer() function to tell the menu items to wake up and draw things on screen
But the big of the action happens inside the menu items
You can see above that the menu sends info to the items about which item is selected
mDesc.mSelectedItem == i
ye
For example I used this to make the selected item animate when selected
By default it is used to change color of the item
There are two types of menus:
List menu (the main menu) and the Option menu (everything else)
oh man can you have it like change the indivdual x position of the selected text
thats something i wanted to do
ye
Give me a sec to look around
List menus and Option menus behave slightly differently by default (can be changed)
Override void Drawer(bool selected)
{
TextureId TexToDraw = selected ? mSelected : mTexture;
Screen.DrawTexture(TexToDraw, true, mXpos, mYpos);
}
This is the drawer of one of my list menu items
The position of the item is determined by mXpos and mYpos
You can do
What if the main menu options are images, not a text-based list?
Override void Drawer(bool selected)
{
int Xpos = mXpos + (selected ? 100 : 0);
Screen.DrawTexture(TexToDraw, true, Xpos, mYpos);
}
This shifts the text by 100 units when it is selected
This example uses images
In fact you can see I use DrawTexture
Jakob: fugg
could i tie it to a movement variable or something and make it slide in/out
i'd presume but
Yes
You can use MenuTime() as an ever increasing value to modulate through sin and cos to dinamycally change the position
NICE
Override void Drawer(bool selected)
{
int Xpos = mXpos * sin(MenuTime());
Screen.DrawTexture(TexToDraw, true, Xpos, mYpos);
}
Example
Better exmple
Override void Drawer(bool selected)
{
int Xpos = mXpos + (selected ? 100 * sin(MenuTime() : 0);
Screen.DrawTexture(TexToDraw, true, Xpos, mYpos);
}
Options menu drawing is more complex but the idea is that it starts drawing from the top visible item and then draws the others adding the font height every time it is done drawing one item
int i;
for(i = 0; i < mItemCount && y <= lastrow; i++)
{
// Don't scroll the uppermost items
if(i == mDesc.mScrollTop)
{
i += mDesc.mScrollPos;
if(i >= mItemCount) break; // skipped beyond end of menu
}
bool isSelected = mDesc.mSelectedItem == i;
mDesc.mItems[i].Draw(mDesc, y, indent, isSelected);
y += OptionMenuSettings.mLinespacing;
}
Everything else is better learnt by looking at the menu code but as a final info
mDesc.mPosition
is the y coordinate at which the menu items will start being drawn
Thanks for coming to my mildly helpful TED talk
its insanely cool knowing you have way more flexibility regardless
i couldve only have dreamed about stuff like this back in 2013 when i started
You can also create custom menus
Since as of right now the class menu cannot be customized I made my own and a map selection menu https://youtu.be/QfJar0m6TWw
is the map selection menu episode based or is there a wacky way to jump to maps i dont know about
No no
it is a custom map menu
No episode menu
I ued Graf's favorite friend
Console Command
Which exists only in the option menus
It's called OptionMenuItemCommand
You can initialize it to store a console command
In my case it is "map THE_MAP_I_NEED"
oh wow haha
OptionMenuItemMapCommandBig Init(String label, Name command, String Time, bool centered = false, bool closeonselect = false)
This is the initialization
When the command is activated I close all the menus otherwise you would be warped to the level with menus still open
Override bool Activate()
{
Bool Activation = Super.Activate();
if(Activation)
{
for(int i = 0; i <= 2; i++)
{
Let CurMenu = Menu.GetCurrentMenu();
if(CurMenu != Null) { CurMenu.Close(); }
}
}
return Activation;
}
To make the command not abusable it can only be used in an Option menu and the original Activate() cannot be edited
If you do GZDoom refuses to boot
I bet that was less painful than anything SBARINFO related you have ever done
So we're trying to move to hdrp in unity and having an issue with the lighting washing everything out colors wise, anyone know how to address this?
@pine carbon hate to bug you but would you know anything about this? ^
I'd assume that HDRP uses the Aces colour space?
I wouldn't know
Also I'd advise not using HDRP for your sort of game since it's super heavy from what I've heard.
Well we were using the lightweight pipeline but it was really chokeholding what we could do.
Is there any reason you really need to use SRP for your game?
Our choices were make the lighting look flat or have lights disapearing left and right, and unfortunately baking didn't seem to work out well.
I toyed with using SRP for the SDK but decided against it due to various limitations
Doesn't UWRP have deferred rendering?
...
It's also possible your game was made with gamma colour space in mind, which HDRP doesn't support
It only supports linear
I don't really know much about unity tbh, I was just trying to make the lighting not look like this.
Lightweight had this issue to but there were things I could tweak to fix it.
Most modern game visual things in my experience tend to use Linear/aces because it works better with PBR and such.
I'd say just avoid SRP for now unless you absolutely need to use it
Srp?
Ok so what should we use?
The built in Unity renderer
ok
Speaking of Aces.
I kinda with UE4 didn't require a console command to turn it off.
I'm sure he had some reason for doing it, I'll see if I can figure out why
SRP is going to be the way forward eventually, so that was probably the motivator
for now you're fine with the built in renderer though
I do know we have made a few custom shaders for various things.
HDRP in particular isn't considered production-ready yet anyway, afaik
I would use the lwp but the lighting limits are atrocious
LDRP is mostly for mobile
Ah
Isn't it called UWRP these days anyway?
I believe so
So would this prevent us from making custom shaders
Nah
ok
Unity confuses me sometimes because it feels like 90% of the deprecated features don't have finished replacements yet.
It'd kinda be like if UE4 deprecated Cascade while Niagra was still in it's infancy.
Well, I guess they sorta did that probably but oh well.
Modular game engines suck, let's just go back to hard coding TBH.

Then again I guess UE4 is pretty hardcoded in places, like the render pipeline
just use clickteam fusion lmao
UE4 is a 90s engine wearing the skin of a modern one
I should probably just learn HLSL and compile my own engine branch at this point because it feels like I'm fighting with the render pipeline a lot.
Because I kinda am doing things it isn't designed to do.
pull a power move and just write your own engine
I'm too pea brained for that, remember I use blueprint.
Never a bad time to try
I swear there was a dude here at some point who like made his own engine or something
Eh true but it's kinda intimidating with where to start and libraries and all of that stuff.
And it takes away time from making the vidya game.
Which is the fun part.
Anyway I expect Source 2 to be hardcoded as frick as well.
If that ever becomes available for license.
Eh maybe but I don't think there's even a working deferred renderer for it since all it's really been used for is VR and MOBAs and mobile card games.
We'll see I suppose
@tranquil oracle says its due to us not being able to use the shader graph
You may need to find an alternative to ShaderGraph in that case
Otherwise you'll need to fiddle with SRP until it looks right
It really shouldnt be a big problem
in fact, you should be able to export the code version of your shader and use it as a shader in SRP
@keen bear do you mean the built in pipeline or?
uh yeah, whoops
Added big doors
That's all. Keeping things a bit more confidential up until the upcoming demo.
Also look at all this overdraw lol.
Disadvantage to using transparent cubes instead of lights is you get this.
@wraith beacon do you accept criticisms? no this isn't gonna be me saying your thing sucks
is that dubba barrel powerful? if so, i think it sounds a lil weak
needs more of a meaty feel
there's like an inhale of air at the start that make it feel like a toy gun
yeah sounds kinda like a cap gun
I'm pretty sure that's the intent, I personally love it
it is a very cute game so it's not a huge issue
Remaking TTR's revolver
Long revolver.
Layout test of the first portion of my first map for DoomFrag https://youtu.be/oH3TCfbFRnQ
wtf is that a bhop angle thing at your crosshair
Yes
The square immediately to the right point out when you have to let go of the jump key and repress it to be able to make the next jump
The Green line is the ideal strafejumping mouse position
And the red line indicates the angle you have to move the mouse to get out of the dead zone
There is also a yellow line for the crouchslide that shows the amount of time left
that little bhop indicator is probably a better tutorial than everything on the internet or on game tutorials right now
There's like a browser bhop trainer that has something like that
fixed
I think the bhop help tool in Diabotical is quite good, but I preferred something that explicitly told you where the crosshair needed to be
New Revolver.
The revolver's disdain for society is so strong it cut the video short
Hasmodel is coming for you
He wants you
He wants your flesh
Can you hope to stand against his fury?
The Age of Hell is near...
https://t.co/Bab4zQoB5X
#doom #doom2 #ageofhell #gamedesign #spriting #screenshotsaturday https://t.co/lDVEIQNSSe
My god, his effects are glorious.
finished sinew & clay level 2, idk if i'll be putting out a test build yet but i wanted to show off the new weapon sprites
in the third image the opening looks out of place.
Considering it is a jungle like environment i would expect something less square than 4 perfect 45 degrees slopes
well, "jungle", i guess i should explain
it's like the library you're in turns into a forest-ey area, like it's been enchanted or something
so there's still bookshelves and stuff hanging around
i can see how it might not be fitting considering i barely use slopes
adjusted those to be flat, it's actually more consistent with the environmental design
No you are raw
im gonna do something raw to you if you keep it up

thanks, i pretty much drew all of it myself
i think the trees were made from a cc0 3d model of a tree i found on opengameart? but even then i sprited them and drew all over it
the weapons are made from my own 3d models
imo too raw
dam
@low thicket good stuff, art style is super unique
thanks guys, i appreciate the kind words
the artstyle here was inspired by the artstyle of a mod called shrine, which is a really good mod
actually reminds me, i still have yet to write music for the mod
right now the levels have castlevania midis in the background lol
Society
Anyone with texture, modelling, and / or visual effects experience interested in working on a project together? DM me for more information.
think hakita had some 3d modeling bois
already asked those guys
they're either working on their own stuff or not interested in a new project
DeFrag inspired mod, find more info at the forum threads.
https://forum.zdoom.org/viewtopic.php?f=43&t=67788&p=1141255#p1141255
Music: Kove - Le Retour.
Discussion about ZDoom
Check this out!🤯
Use Dimensions Overlay in Probuilder for @unity3d to display 3 axis dimension values in your Scene.
This has made it so much easier to Prototype and white box our levels accurately.
For anyone in #AEC, this is a game changer! 🤩
#unitytips #gamedev #indied...
that is pretty nice
damn, didnt know this was a thing
Dude I swear I find so much good shit in random twitter posts
Bold gang's up to no good.
Spherical fire
Here we are, one last trailer to send off the final release with a bang!
Maps Are From:
- Bloody Steel
- Sentinel's Lexicon
Music: The Outsider [Renholder Apocalypse Remix]
Gameplay By: FD, The Slav
why not share? :P
looks like something fun
it takes some time to acclimate
im working on a map for the mod tho, a tutorial to let players learn at their own pace
shouldnt take more than 10 ish minutes to beat since i want to be in depth so that people cant complain that the mod is "confusing"
Usually mod creators utilize the help menu in the game for that and mention it on the download page for the mod, at least from what I've seen
Whatever works though
Especially if the mod is particularly complicated
the mod makes use of a stimulant system to heal on command as long as you have reserve shots.
weapons use magazines rather than individual pooled rounds, save for shotguns that load individual shells.
and lastly, the player can move faster than normal with a spriting, double jumping, crouch sliding system
is that complex enough?
also tell that to the Hideous Destructor Creator, he explained things in-depth and people STILL had to make a damn bootcamp tutorial map to help out new players.
Hideous Destructor 
To be fair Hideous Destructor is hilariously overcomplicated for the sake of it
I think you could probably fit all of that into a couple of pages on the Help menu though as compared to the laundry list of random bullcrap that HD has going on
honestly i like to think HD is Arma: Doom Edition
nah HDest can be dynamic and fun at the same time
if you have the slightest idea what are you doing
ive seen videos from ZikShadow, so i know that much
its not my cup of tea, but It's still fun to watch
ive played HDest with plenty megawads so i know what im dealing with
New shomtgun.
big shotgun
Thing's a freaking sawed off punt gun
I mean, this is the original.
(To be fair the new one is just a really heavily tweaked old one but shhhh)
you vs the guy she tells you not to worry about
Also the hammers on the new one are kinda shaped like the letter S so I'm happy about that.
Yeah but real Hatsu is dead so you have to settle with fake Hatsu's esoteric reason.
Hatsu is Dead
@tranquil oracle so we tried the built in pipeline and apparently the lighting limits cap is the same
he be shootin and gunnin
What is the limit you're referring to?
They had some problem with lighting I think
zombie said they should try switching back to the normal unity renderer
instead of the scripted pipeline
probably not the same issue but there's a hard limit on how many vertex lights can be affecting a mesh at the same time, have run up against that a lot
Viscerafest is gonna have 1000 lights in every scene!
relatable
Can't you have as many lights as you want if they're static
if they're pixel lights, possible? i dont know, but there's like a hardware limit on vertex lights or smth
i'm not very smart but this is what i understood
I mean they should be precalculated then right?
Baked lights are pretty much limited to the software you used to place them and generate lightmaps.
Think of the lights as another texture layer on top of the world geometry, but generated when the map is compiled.
Maybe a little yeast
Don't have to bake lights/deal with light limits if your lights are just transparent cubes 😎
But you have to deal with a bunch of other poopie instead so maybe it's best just to use lights.
@unique trellis no its still limited
We tried baking lights but for whatever reason unity hates us and that didn't work either.
Tried setting the render mode to deferred?
Nah what does it do?
Allows for more lights in a drawcall because it makes the lighting pass screenspace.
Yeah i mean you should probably be baking your lighting for a game like viscerafest
Not to say you can't also have dynamic lights
But for the level geometry at least, which is static, and level lighting, which is probably also static, there's no real reason not to
@keen bear not all the lights were bakimg properly when we tried it.
@wraith beacon urp doesn't support it apparently
Deferred is 100% supported
it's a camera setting isnt it
Were the lights not baking, or was your Geo not set to accept baked lighting
It was baking some of the lights but not all of them, basically the lights that had a tendency to flicker and disapear would not bake.
What lol
Yes
sounds similar to my problem where you can only have a limited amount of lights affecting a single mesh
Baked lights aren't lights
Thats exactly my issue
yeah that's a hardware thing, you can't fix that afaik
you can raise the limit to like 8 but not beyond that
You can have an infinite number of baked lights
I'm telling you we baked the lighting and if they didn't work unbaked they didn't bake at all
It's extremely likely you just had some settings wrong
Baked lighting is precalculated, and just applied as a texture effectively, theres no hardware limit, or any limit at all really
I know
Lightmap resolution and atlas size are limited
This is not news to me.
How do you do your light flickering
Wat
could you like bake half the lights, then bake the other half and then combine those bakes or something
are you using a script to turn on and off your lights?
You could but there's no reason to
You can get them all to bake at once, we do hundreds of lights per level in some of our games
alright, just throwing the idea out there in case awesreek cant get it to work on his end for whatever reason
I'd be more afraid of that introducing other issues
i wouldnt know, i've never worked with baked lights
and i'm stupid and impatient so i'm staying with realtime lights
Yeah but you only have like 3 rooms loaded at a time max
yeah cause i'm stupid and impatient
Just use deferred rendering LMAO
he says it isnt an option for some reason
Okey Hatsu "I've never used Unity"
Jokes on you I have used Unity for some things.
basically the lights that had a tendency to flicker and disapear would not bake.
actually wait a second what did he mean by this
basically you can only have a certain amount of vertex lights on a single mesh, so if you have more than that they're fighting for which ones get rendered and which ones dont, causing the flickering
or at least that's what happens to me and he said he had a similar issue
Yes
Just use Built-in, while having shadergraph is nice if you're fighting with the renderer you're not going to have a good time
Yeah the RP stuff is really undercooked
Yeah there's no deferred support in SRP yet
That's another reason I avoided it for the SDK
Hello modders 
Hello COOL NB member Jakob who HATES me for NO REASON how are YOU doing TODAY? ;;;;)
I only hate u cus ur having fun and I'm not
as is the case with any miserable person
Not me, I just hate you because you're very hateable 
It's sprite color* editing
An example would be
making mario green or something
but who would ever do that
Not Nintendo
Absolutely not
ooh i was playin swwmgz last night
PS: you can't dual wield but this was so good I'm definitely making it happen
fuckin neato
Need to finish up my DoomZero+MetaDoom run first
you didn't even post a link tho smh
@deep pulsar feels like the player is taller then normal, might not be able to get thrue some maps?
okey I also can't seam to pickup the super shotgun
Might be because I have full ammo
Note: If you can't pick up a weapon, it's because it's not implemented.
the mod is in alpha heh
try the other ammo types
I feel like the shotgun should auto reload and then have it play the reload animation when you switch ammo types
I picked up a 6 pack of explosives and it left 2 single ammo pickups on the ground cus I could only carry 4 more
10/10
what do you mean auto reload
if you keep holding the fire button it reloads when needed
also have you noticed
those explosives
take a closer look owo
Who holds the fire button down on a shotgun tho
Me.
Reee
@deep pulsar I feel like the aim is a little bit off like you're still doing the raycast from the old camera position
I mean like up and down
huh?
by default gzdoom projectile functions do not hit the crosshair
unless fired at camera height and without any spawn offset
I think he's trying to say the projectiles are hitting below the croshair
all the weapons fire exactly from the center of the screen, with a slight offset to line up with the model
let me record a video
and this even accounts for view bob
uh
I told you
it's the offset
making weapons aim EXACTLY where the crosshair is would look weird in many cases anyway
especially when close up
the shots would appear to "bend"
Yeah but rn I'm aiming above people on range
not to mention that there's some slight spread even on this gun
You can make them be offset and still hit the crosshair.
The projectiles do not bend if you set the target position to be the map geometry
they're not projectiles
The bend does happen if you set the target to be a monster right in front of you far from any wall
Projectiles/hitscans
and there's no "target" set
I know
Because there is no raytracing happening before the shot is fired to calculate the necessary angle and pitch to hit the crosshair
I could do that, but I don't want to
again, because it'd feel weird
if there was an iron sights feature THEN I would do that
I always do like this that I raycast from the camera then I shoot the projectile from where the gun is to the point of impact
I have modded an entire weapon pack setting the raycast to go through the actors and only stop at geometry and no bend happens
then the shot will be misaligned with the direction the gun is aiming at
some people CAN tell that it'll look off
even if it's a small offset
Well I haven't worked with viewmodels but you can rotate the weapon to point towards that location
Or you can just, fire from the centre of the screen, like most games do.
now THAT would really be weird
From personal experience the offset mismatch with the weapon is so minimal it is almost unnoticable
besides, I never play with a crosshair
Yeah, most people don't really notice/care. I like having a crosshair though.
And it can be very much tamed offsetting the spawn point of the projectile/hitscan forward
sure you can do that
but there is a limit to that
the doom player is 16 units thicc
and taking the view height and pitching into account, you'd actually have an even lower max forwards offset so as to not start firing from inside the ceiling
If you use the aforementioned raycast you can set the projectile to not be spawned forward if the distance between player and wall for example is less than the desired offset
Anyhow, different point of views
I do not understand why you are making me sound like i am complaining.
I brought a different point of view, you can do as you please
I'm not talking to you
Ah ok
still trying to force myself to learn doom modding while I be in isolation
lemme rephrase that; I’m good on programming and scripting but I can’t do art to save my life lmao
That pistol looks sick tho Jakob
it's marisa's mod
Is it a 3D model or just a really good sprite?
Jakob made a video of it
I do not mean to answer for Marisa but that looks like a model
That’s insane. Are those hard to implement? I’ve only seen them in a few mods and Doomsday
I am not a model in doom expert but the gist is that you set a weapon to use a certain sprite and in another file you set that sprite to be renamed by a model
In MODELDEF
zdoom wiki is a good start
using models for weapons is terribly awkward
each frame has to be assigned to a sprite
Implementing the new shomtgun.
Oh and now it's shell ejection actually makes sense.
uh oh
Smooth...perfect
Once the demo's done I'm going to probably do a ton of code cleanup because I'm starting to get lost in the maze of blueprint spaghetti again.
Ah yes
the blueprint spaghetti
Such a lust for spaghetti
When is Hatsu going to learn how to c0de
When you finish a bideo game.
Can you convert blueprint into actual written code?
you mean like release?
ah heck
Yeah.
he sure got me
Blueprint can be converted to C++
I won't deny that BP isn't very efficient when compared to raw UE4 C++ but it's been a good jumping off point for game dev for me.
Although C++ is the coding language of the devil
Don't roast me
Hatsu how about we make a deal
I code for u
Nah.
damn
Royal rumble at the town square
(Please consult your doctor before deciding if activating all enemy encounters in a single arena simultaneously is good for you)
Without twitter compression: https://t.co/RMpThDsGHh
#screenshotsaturday #gamedev #indiedev #madewithunity #unit...
Can't wait for this game
same
yeah okay buddy where's the monkey
in our hearts
🐵
lil monkey fella, died in the human apocalypse
rip monkey news
Is that a crouchslide when the video starts?
yeah you've got an infinite slide
If I may say I think that spark model looks a bit out of place without a leg to associate it with
But crouchslides are always cool 👍
yeah but it's necessary for the visual feedback so you know when you're sliding and where, and i'm not really a fan of adding legs to FPS games since imo they usually just get in the way
Generally speaking I have always found sounds to be enough for a slide cue
But of course do as you prefer
in most games it'll do fine but with ULTRAKILL the sounds are so distorted and cranked up that it'd be very easy for a lesser sound like the sliding to be lost in the midst of it, so while in 90% of the time it'd be enough, i think it's better to keep the visual effect just to be sure
Good argument
if it's an issue for a lot of people tho i can add an option to disable it
What if we modded Maximum Action weapons into Half Life Alyx
ULTRAKILL is a Sims fangame
ultrakill is neat
it's nice seeing more cute robutts whomst schutt
I'd throw you all my money, if I had any
you can spread the word instead, that helps too
oh I tell everyone about this game where you can parry everything
it's called ultrakill and it's got a cool robutt
and yeah you can literally parry everything
ah yes Hakita make it so you can parry the revolver shoot
I wanted to add parrying to my mod but people could start to think things
well, they already do
but I mean
it's not like "robot that goes fast and shoots" is something unique
my main source of inspiration was term's booster mod
it's okay you can tell em i gave you permission
but yea that happens regardless, i get a lot of people saying i ripped off that robot from apex legends but i've never even played it
what's an apex legends, is it tasty
probably not
oh so it's a battle royale
yea, based on titanfall 2 which is a great game but i hear they gimped it a lot to make it work as a battle royale
can rec titanfall 2, it's a blast both singleplayer and multiplayer and that's coming from someone who doesnt really like multiplayer games much
i won't lie, mapping isn't one of my strongest suits
but here's the extremely WIP intro stage for the thing i've been working on
definintely more gameplay/script inclined
love the music
@sudden herald godfuckin damn that is GOOD work.
Album: Gitaroo Man Original Soundtrack
Track: 06 VOID
For entertainment purposes ONLY. Not for sale or distribution. Property of Koei Co. Ltd.
Gitaroo Man (C) KOEI 2001
its this lol
nice
@sudden herald wait a second is that the half life weapon selection sounds
I'd reckon either stock sounds like Doom or he just used them for convenience/because he liked them/whatever
yes thats the hl1 weapon select sound
if it sounds synthesizer-y then i made it myself
if it sounds more mechanical then i sourced it from elsewhere
The performance metrics are back. You can display FPS, CPU time, GPU time, and much more. For optimal performance, use the idTech7 metrics over external overlays. External overlays introduce bubbles, often decreasing performance slightly.
yes
Eternal uses a new engine
Wanna help me? Why not donate to my PayPal?
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Every coin helps.
DOWNLOAD: https://mega.nz/#!DERwyY7J!eSg8-YNjm...
There, hope its fine now
don't care if they call it idtech 7 cus no one else can actually use it so why
If you buy a license you can use it too
Then again, you probably can't afford one
Yeah but like no one has used an idtech engine since like pre RAGE
It coincidentally was because it became closed source...
I mean mod support is probably gonna be a thing for doomE
Just might take some time and be limited like for 2k16
heh
@ornate nest Does that break the SSG and some other SP guns currently?
I remember when I tried to do it those guns broke since the MP hand set lacks values that some SP guns use, so you have to merge it with the SP hand set, but it's a huge effort
Awesome
It was actually pretty easy
Besides, the entire ModelIndex renaming and recounting
Now im buffing the MP exclusive guns
Yeah it's just time consuming
(AKA grenade launcher and Reaper)
AND making them separate coop versions
Instead of replacing the MP ones
There we go, buffed the 2 PVP weapons, made them exclusive to coop folders and dirs, and also attempted to reintroduce a cut grenade launcher mode (Sticky)
Updated the vid, now it has a buffed Grenade Launcher and Reaper inside the "buffed_reaper_launcher" folder on "base"
Changed edges of the town. Surrounding tree-wall used to be lower which caused problems when player got on to the rooftops.
#gamedev #indiedev #lowpoly #madewithunity https://t.co/cfvqfXcX2S
317
Oh shit
Hell yeah
Seems like our hero has been overwhelmed by demonic doggos
I just coded HP, death state for the player and a pain state. Bare basics but still #gamedev #indiedev #IndieGameDev #gamedevelopment https://t.co/LYbGbF7yFx
Salty member
Don't forget to patch yourself up after that bite...
#gamedev #indiedev #indiegamedev #gamedevs https://t.co/r2RZSEy7RE
ah fuck that was loud
Reimagining of the cyber demon for age of hell https://twitter.com/Bridgeburner4/status/1239617662927261699?s=19
Gaze upon the Cyber Lord
You are in his domain now
And he is most unimpressed
More stunning work from our resident beastmaster TheMisterCat. The core bestiary for The Age of Hell is almost complete...
https://t.co/Bab4zQoB5X
#doom #doom2 #ageofhell #spriting https://t.co/...
Oh jeez louie @TheRalphRetort you didn't look in good shape up here
#indiedev #gamedev #IndieGameDev #indiegame
(first boss made) https://t.co/7NNaEKX9ds
Judging by the colour wheel those are dusk and amid evil props in Steam VR home?
neat
ya ever seen a mod that lets you pay respects on death?
the harder you mash F the more of those appear
how about a mod that lets you drag monsters with cursor
and you can throw them into recycle bin
thank u for reminding to try your mod
n i c e
Until I saw the ZDoom page for SWWM GZ, I never knew it was originally going to be an Unreal mod.
Looks impressive..
heh
it indeed was
F
SWWM GZ is kind of a reboot of all that
Henry's house
https://www.youtube.com/watch?time_continue=1&v=AbRFEkn7xMk&feature=emb_logo Friends, it's out.
Type To Reload's demo is finally out. Thank you so much for your patience and while it's far from finished I hope you all enjoy it.
https://zehatsu.itch.io/type-to-reload-alpha-demo
Well, the demo's out.
Hope you all enjoy it as much as I have making it.

download this now
My Patreon!
https://www.patreon.com/itsmeveronica
Download the Isabelle Companion mod here!
https://forum.zdoom.org/viewtopic.php?f=43&t=67848
Deltarune Companion mods:
https://forum.zdoom.org/viewtopic.php?f=43&t=67682
How to join my Minecraft server. (With timestamp):
http...

it was mentioned in that video dave did
ah damn
strong black mesa vibes
😉
idk if I can shill this here, but I did a game jam with some friends
It's snake with farming and a cut-throat market system
@rustic holly Not a fan of CS:GO at all myself but the map looks good both visually and gameplay wise
@rustic holly 2v2 eh? interesting looks rad
Thanks!
metro 2033 redux fixes 😄
now with: world vertical fov setting without weapon fov distortion, and no multiplied horizontal fov
for a proper ultrawide experience
(and improved 16:9 one)
Fixing metro 2033 redux's technical issues? 
at least for the gog version because I don't own the steam one
cheat engine is prob. the best free interactive debugging tool, the auto assembler utility in it is beautiful
just wish their installer wouldn't try to install PUP, fucking hell
ugh still fucks up when cutscenes are engaged
likely unfixable outside of simply turning vfov down if these are activated, no idea how yet tho
Dude cheatengine has so many features
I present to you, bouncing trees
Why'd ya spill yer beans..?
#screenshotsaturday #gamedev #indiedev #unity #madewithunity https://t.co/IjRY1KjJKc
Me looking for the beans
why'd you spill em
Because I have no self respect
Remembering the most interesting and important steps of the project. Hoping this work will be continued.
The final few seconds is NyLeve's Falls made by guh_13. Though we mostly work separately, our projects are compatible, so we hope to merge them eventually. He's got many o...
Big fan of this project
@ionic torrent Do you have the contact for this guy?
I don’t know him personally, I just like his work @rustic holly
From the video description:
- strictly speaking, using Epic assets in a non-Epic game is illegal, so I suspect there's no way to realease this as is, without getting into trouble
Too bad Epic literally shelved the one thing that would make this mod have some legal grounds...
air dashing and double jumps because after playing eternal shooters feel naked without them
dashing could be smoother i think, but otherwise cool
like on the momentum stop or something else
as in it looks more like you teleport forward because of how sudden it is
you should make the speed reduce exponentially after reaching the max distance, that feels much smoother
what is that @rare surge ? It looks neat.
game im making called masquerade
sweet
Funny how people criticized UT2004's movement as too floaty and "air based" and yet, here we are, doing double jumps, dodges, dodge jumps, wall dodges and other crazy stuff in Doom, Call of Duty, Titanfall and so many more indie games.
in fairness ut2004 was literally quite floaty with the gravity
but yeah people prefer air based movement and verticallity now
Yeah
It's kinda crazy, feels like we are going back more than a decade to revive various game design elements.
if the game is fun, fuck all else
heh
Nice
apparently doom64 uses C:\Users\User\Saved Games\ to store saves
also it keeps grabbing this image
why are my weapon sprites not blurred
Pretty sure the weapon sprites have no interp on base DOOM 64
im unsure what dave has planned honestly lol
Dave does whatever he wants
OWO game jam hosted by new blood?
Ok so I hate to keep bugging you all about this @tranquil oracle but we've moved over to the default unity renderer with defered and the what not and a new set of problems have cropped up, for one the lighting is still washing out the colors of the textures, but only in game, if I'm in my viewport it looks like it did with how we had it set up in lwrp, (the way I want it to look) and on top of this if I hit play and have it so it stays in my viewports view with the game playing this doesn't happen, its only from the players view that this is a problem.
Also this only happens on my end, nmy bud fireplant just has the ugly lighting in both the viewport and in game
my experience with the unity lightmapper is extremely minimal so I'm not really sure what could be causing it
have you tried posting on the forums?
Not to much success.
Figures, what board did you post in?
Might get more luck in the SRP board under Beta Features
no I mean what board on the unity forum
Oh... idk
is your game set up for linear or gamma color space?
that might be why your viewport differs so much
if that was it I'm pretty sure the result would be colour banding
gamma
see gamma is a really shitty default, and its unfortunate unity has it set that way
because it results in REALLY unpredictable results
I've tried swapping, linear causes the game to look immensely saturated and the lighting to be very dark
yeah you would have to remaster things to fit in the linear color space
since it only happens from the player perspective it could be camera settings
or a shader
We tried camera settings, wasn't that and I don't think its a shader since again this is only happening on my end.
oh so other people on the project DONT have this issue??
Wait so it's not happening on other team members' pcs?
Then maybe you have different unity editor preferences set or something
How would I change that
Beats me, I don't know what setting it could be
also, what result do you have in an actual build
because editor playback can often vary wildly
The ugly lighting
But to find preferences it's in Edit > Preferences iirc
What render mode is your editor viewport in
light settings might be set differently too
shaded
also curious, i see a color related gizmo in that screenshot
possible thats fucking with it?
you could try closing unity, delete the library and usersettings folders
then reopen unity
you should get the same results as the other developers then
where's the user settings folder?
same place as the library folder
depending on your unity version it may not exist
it's a 2019 or 2020 thing iirc
you can also try copying the ProjectSettings folder from another team member into your copy
Aighty I'll see if any of that works
Enter THE CYBER GRIND: An endless mode in which the arena transforms after every wave.
Be wary, escalation is inevitable.
Gameplay: https://t.co/NmSLMFjVW1
Full high score run: https://t.co/cJUEslAyIz
Music by @meganekomusic
#screenshotsaturday #gamedev #indiedev #unity3D...
another endless mode
endless mode is always a nice bonus
Ultrakill channel on the NB discord when?
when dave stops being lazy
i'll sign when dave stops being lazy
Look he's not lazy
He's just busy downing an entire bottle of malt scotch to chase down the g-fuel flavored cocaine
I keep forgetting that's filtered
It's gonna take at least a week and a half before he exits the coma
i'll keep making features no one asked for in the meanwhile
@analog pollen y'know what. I'll throw my money at you when the time comes
that's a promise
thanks marisa
They're going to throw bundles of cash at you solid enough to cause bodily damage
pelt you with them until you fall over and die
going to be ejecting br coins at hakita with very high velocities
A literal bitcoin assassin is going to be killing you
An assassin whom uses bitcoin to assassinate you
dave 2.0
:3
Its still borked I want to die 
aw rip sorry to hear :(
oh no
Lighting 🅱️roke
anyone have any idea about weapon sway/bob/jumping animation blend trees in unity?
just when i think i've got it, i don't
you could always forgo the animations altogether and just programmatically move the weapons, thats what i ended up doing for any kind of sway that movement is supposed to impose on a players viewmodel
Its all fixed now thank god 
procedural weapon bob is very good
though it does help to have some specific "idle" animations for it too
@unique trellis So for starters my bud had changed the renderer on his end and I recieved his update, the change was registering in game but not in my viewport so I had to go and toggle the change in my own player camera in order for it to change in my viewport. The ugly lighting was actually specularity that couldn't be modified by the standard shader, and instead we had to use the standard specularity shader and change the specularity to black.
Because for some reason the shaders do not just give you an option to turn specularity off... which is dumb...
I think there's a shader just called lit something
Not sure but either way the issue is fixed now, we can use more lights, and I can stop screaming into the void
it's lit™
In other news c2l1 is done, not in engine yet so the lighting and visual effects aren't quiet as good but.
Nice dude
thank ya, this is the first time I've realy done proper justice to an outdoor environment and its been kind of a pain to wrap my head around it.
looks cool
thank ya
Did a little bit of tweaking to Type To Reload.
Good tweak
I'm not going to actually keep the gore but the Wilhelm scream will definitely appear as like a 1 in 100 chance or something.
Nice
Oh this is very nice.
So, i've been silent these past weeks because someone stole the internet cables and the public cybers closed down because you know what.
I've been working on a doosk update and even the trailer will be up, as it was programmed earlier. Unfortunately i don't have enough cellphone data to update the mod today as intended.
In a nutshell, yes, the mod is now compatible with heretic, just can't update it today as I would wish.
No joke.
Sorry to hear man, hopefully you'll get cable back up soon looking forward to the next update!
companies still doing datacaps in the current situation, absolutely disgusting
In a desperate world, only one man can make a difference...
My Twitter: https://twitter.com/Batandy_
Official Thread: https://forum.zdoom.org/viewtopic.php?f=19&t=65056
Good stuff.
NO
I saw that ♻️ hatsu
Fine.
Thanks, in the meantime, enjoy the mashup logo i've did (that's what will appear when heretic is loaded instead of doom)
Also, before I forgot, added blistering heat to the mod amongst a bunch of bugfixes i can't talk right now (otherwise the chat would be filled with patch notes for a patch that didn't came out yet)
- f r o g g y c h a i r i n d o o m ? *
Welp, the heretic update trailer was made public as planned, but the mod couldn't be uploaded in time as I hoped.
Sharing the video to show it now works with heretic, but can't update it right now for reasons stated before.
Note: this update was momentarily delayed because of corvid, there are no public cybers open to update this and the video was previously uploaded days ago before mandatory quarantine. No joke, the update is delayed until further notice.
thought this was an april joke when I just saw the thumbnail
good
https://www.youtube.com/watch?v=j7K35FnjHbI Here you go. Not mine but I think this should go here 🙂
Read here for some information!
DOOM finally meets with glorious Source 2 engine with VR support.
Now you can play DOOM, one of the best selling FPS in early-90's in VR on Source 2 Engine. DOOM pushes Source 2 Engine to it's limits to give best graphical experience to the p...
A mere week later and doom is running on it
wow he ported a source 1 map to source 2
A quick experiment testing some sketch-esque rendering techniques.
#gamedev #madewithunity #unity3d https://t.co/KCSG1IGokS
1943
10348
that shit looks neat
Hey so trenchboom is scrunching up the Key Value Pairs like this
Trying to post it but it's not showing up.
Been doing the Microsoft Paint game jam and this is what I have so far.
No idea where I'm going to go with it.
Whoa
Theme was Tableau I.
So I decided, rocket flying around grid with red cubes.
Procedurally generated.
Chromatic Aberration
Oh yeah forgot about that.
May or may not add that.
Also I'm thinking about making the rocket just a low res 3D model with MS paint textures instead of a billboarded sprite.
Just because making the sprite billboards is a pain.
makes sense
A week of work on map 1 of The Age of Hell has yielded results. This is a major gameplay loop area that will be a focal piece of the map.
Fancy taking a walk? Join the Hellforge https://t.co/Bab4zQoB5X
#doom #doom2 #mapping #leveldesign #screenshotsaturday #ageofhell
love how these maps look, it's very inspiring
dont 4get van's whacky meat shit https://twitter.com/CyberUnknown_/status/1227731418253537280?s=20
meat
nice to see I won't ever run out of wads to play on DOOM
Did you ever have any concerns about that at all?
in terms of megawads yes
Nah you were wrong 
you underestimate my ability to play through doom wads
No I don't
You underestimate a 25 year old modding community that has an incredibly intuitive and versatile set of mapping tools 
m e a t
Meatport
Getting there! really like the look and layout
Thank you! It just needs a shit ton of polish and some detailing!
I still have no idea what I'm doing.
You still just kinda fly around, now with a gun and some particle effects.
Where's it going? I don't know.
love it
Doosk: Heretic update available now!
(Sorry for the unexpected delay, some things beyond my control happened days before the intended upload date, which messed up the upload schedule)
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-public-version
Also, optional 360p sprites are available, in case you want to improve weapons sprites resolutions =P
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-optional-360p-sprites
The City of Damned if it was vanilla weapon compatible
So it comes with weapon mods which cause issues with doosk?
Ye
aw
Awesome map but it has own weapons and playerclass
Just download Compendium, Momento Mori 2 and Neo Doom Vaccinated Edition are worth the shot in Compendium
I personally liked the "whispers of satan" megawad.
Also played the mod with doom 64 retribution, a mod that decently ported doom 64 on gzdoom, but that mod wasn't vanilla compatible, so i had to modify the playerclass and weapons from that mod to make it work.
i should make TCOD vanilla compatible
possibly it will unbalanced but at least you will be able to run it with mods
Also, fun fact for those who are curious: the mod currently includes 4 unfinished maps with dev textures inside "customfiles" folder.
To play with them just type in console:
Map testX, where x is a number between 1 to 4. They were designed with vanilla gameplay in mind, but they work quite well on doosk.
I hope doosk dosent have oblige generated map campaign shoved into it
and whole setup with cfgs bats folders and execs
I mean that's my biggest complaint with it right now anyways is that it has a bunch of stuff it doesn't really need
I'm cool with the pk3s and a bat or two for it depending on if it's just for GZDoom or has Zandronum capability
but it's somewhat confusing to have like an entire installation of GZDoom and stuff in there with it
If you added an entire oblige installation as well that'd legitimately start to enter meme-tier territory
If its for custom build of source port thats totally fine
Otherwise make it a secondary download for newcomers
Or include only readme with instructions
DOOSK is real fun in Heretic, great stuff @robust ridge
I'm evaluating adding an alternate download with files only for those who don't know how to open the mod with batch files.
For the time being i can't upload such thing, as i have no internet connection and my cellphone keeps crashing all my moddb uploads.
You would be surprised how difficult it was for me to update doosk this week.
has anyone been fucking around with the recently released D64 wad file?
Tried running it in GZdoom but gives me a palate error and I have no idea how to change that.
i saw somewhere that gzdoom devs are planning to add support for it
But i might be remembering incorrectly
neato
in the meantime there's this
Discussion about ZDoom
d64 compatible with gameplay stuff
This is unfinished and does not represent the final product.
https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
Workshop link in description.
¯_(ツ)_/¯
since i'm back from my hiatus i might as well show what i've been working on recently
https://www.youtube.com/watch?v=DA-rBUntP3s&list=PLiUY67rFJxdLcnzSKi2Qe5Byq04TplEEF&index=2&t=0s
- dakka dakka dakka dakka *

lookin good
thanks
only thing i'm not really a fan of is the double barrel reload, looks a bit flat to me
yeah it's...
it's not great but it's the best i could do
making it look even like this was hard as balls for me
i even left a little comment in the decorate definition saying //eh - it's good enough, i guess
yeah I was gonna say the same thing
never ceases to amaze me how good the doom engine can look, but that shotgun reload
like that one mod that was like understandably confused for being on the half life engine
doom ^
total chaos wad
Man, now I'm just thinking about all the other crazy stuff on moddb
games really do need mod support huh, how else do you end up with this kinda thing?
I think I'm gonna go play call of chernobyl now lol
Ah yeah, but it doesn't have mods for s.t.a.l.k.e.r.
also
in this little project of mine there's a little dusk easter egg on that map i recorded that clip on lol
oh you can't see it on that vid
but there's a secret and in it i left two little sector sickles, a lit cigar, two shotguns and a supershotgun 
hopefully people get it when they see it
there is
there's one room with floor tiles and some of them are rekt
and there's one place when they form a 
multiple dusk easter eggs then- what other things are you hiding
what's the mod called and is it released
it's called IHNI and this version is not released... yet
you can find a build from 2017 but it's just 6 janky ass maps made with stock doom 2 textures
i don't recommend playing that one tbh - i was pretty fresh to this whole thing back then and that think is janky as fuck
gzdoom supports full 3d mapping right
or is that a myth and a bunch of modder tricks I've been shown
kinda?
it's like... it's all still sector based - as in - you're basically drawing shapes from a top down view and there's technically only one ceiling and one floor
but you can do some light 3d stuff with stacked sectors and portals and such
Then you'll have quite the playground to mod with I suppose- You've made serious progress since 2017's pure doom 2 textures
Looking forward to release, I'm gonna play some HR2 now
thanks mate 
gzdoom supports full 3d mapping right
