#general-modding
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doing 3d floors on top of each other isnt really full 3d mapping
It is still not 3D mapping
yup
Quake was the first
Isn't there the SteamVR workshop tool suite already?
Yeah
People have been making HLA stuff with it
But I'm waiting for the official HLA tools to come out since they'll probably have more functionality
And presumably be released alongside Workshop support
https://www.youtube.com/watch?v=o1Av9qz2_fA
I get the impression that modern source ports are a lot more forgiving when it comes to doom mapping. I'd call this "full 3d"
Most people aren't aware that ZDoom, like GZDoom, now supports 3D floors. What this means is that you can create sectors suspended in the air, structures with multiple floors, and much more. This video demonstrates just a few simple maps I whipped together to show 3D floors ...
well open up doom builder/gzdoom builder and see how much time will take you to make several sectors on top of each other
I didn't say it was practical
think of it this way @coarse token
you're not making a building made out of brushes - with multiple floors and ceiling and all that
in case of doom it's more like...
there's only one floor, and then there's another floor made somewhere outside the map and it's projected on top of the first one
that's what those triangles are for - those are dummy sectors - that's what those other floors are made of
Yeah I know but I'm too tired to actually explain myself so nvm.
It's still not 3D mapping, in real 3D mapping you can make a brush and move, rotate, resize it however you feel like
everyone's getting hype about a minecraft mod that lets you play minesweeper for loot and im so glad my dumb idea for making mining less monotonous in a minecraft style game isnt that dumb
Did some improvement on the Blistering Heat powerup I coded for Doosk
https://youtu.be/gtwvE-ERFMg
Working on improving the Blistering Heat powerup I coded for Doosk and making it universal
hell ye
oh crap
you're the guy that made doosk?

alright then - quick question
in your opinion...
how hard would it be to make a guns akimbo powerup from blood...
but in DECORATE?
Not much i think.
You just have to make the weapon code jump to a different substate if the poweruo is found to be in the player inventory
TNT1 A 0 A_JumpIfInventory("AkimboPowerup", "AkimboFire")
Of course you also have to code the animation and projectile firing functions
oh cool
thanks 
You can also use powerweaponlevel2 and use a sister weapon.
Kinda like heretic's tome of power
(Or doosk fast fire totem)
Any good tutorials for original doom weapon modding?
I want it to use custom sprites, plasma rifle-like projectiles as main fire and shotgun as secondry fire
Decorate or ZScript
Why i even ask, if he dosent have an idea then decorate 
While making a custom weapon in ZDoom is a bit tricky, this guide should help you get on your way.
Note: This tutorial uses custom sprites, which are not provided. You should provide sprites with these names or adapt the code to use standard sprite names if you want to actuall...
But this is really barebones
If this is not enough for ya just look up the code of guns with features youre interested in
I dont recall any more adv tutorial for decorate guns
Also some folks here have long experience with that, you can ask them
Yeah that's the first resource I found - do you have any idea where I can find script examples ?
no idea
If this is not enough for ya just look up the code of guns with features youre interested in
Default weapons arent in decorate, but there are translated how they work in decorate
Great so I'll try that โค๏ธ
Classes: InventoryโWeaponโDoomWeaponโShotgun
The shotgun. A hitscan weapon which has a large spread. Uses shells for ammo.
Quick meme for the day https://youtu.be/q3y0vBhpQ5c
Sorry I did not get to the garbage collection coding chapter
Waiting for that The Stanley Parable HL:A mod
"When Alyx came to a set of two open doors, she entered the door on her left."
"When Alyx tried to hurt a headcrab with a rock she picked up from the ground and realized she couldn't, she felt a deep sadness"
@unique trellis Actually it is possible to beat up headcrabs with physics objects, it's just hard
I was experimenting with headcrabs and I managed to kill one by hitting it with a can
yeah ifi recall right thrown objects seemed to be nerfed by skill.cfg before release
or at least theres a cvar for it that isn't in skill.cfg by default.
Introducing the RAILCANNON: Liquidates most standard enemies with great piercing power but has a long recharge time.
Don't worry, it will keep recharging while you're using other weapons
#screenshotsaturday #gamedev #indiedev #unity3D #madewithu...
Good shill 

more games need style meters
More games need style
looks like screen shake might get obnoxious over time with railgun
yea i'm gonna tone it down a bit
That's a good shotgun
will swap the minecraft font soon as well, needed a placeholder font that could at least somewhat fit the artstyle
Better results than yesterday
https://youtu.be/ZlYjg3WZ3_Y
uuuuuuuuuuuu-uuuu-uuuuuuu-uuuuuuuuaaaaaaaaaaaaahhhhhhhhh
https://cdn.discordapp.com/attachments/670255664005644316/699234418639896617/2020-04-13_21-27-17.mp4 this took me way too much time - and i didnt even finish it because i dont know how to use the UV editor in blender - but here's my attempt at a quake shotgun replacement
neat
He be hopping to the beat
you can reach similar speeds by bhopping
or randomly when jumping upslopes
nah sometimes the same happens when you just run towards the slope
often with quite unusual geo
(like in Hell on Earth level)
Maybe already noted, but does anyone else notice a bit of audio clipping on the Dusk modding beta? Weapon sounds getting a little cut off, etc?
I got super bored and did this
I may or may not keep this as an optional feature but the game is still a top down shooter at heart.
Might make a fun unlockable or something
I mean Doom was basically a top down shooter but from a first person perspective
๐ค
not really, doom was just a really weird approach to a 3D engine
If you look at the map view you realize Doom is literally a top down shooter from a technical standpoint
And then a lot of the game design makes sense
eeehhhh again not rly
The focus on circle strafing to dodge projectiles, weapons never needing to be reloaded, it's all stuff from top down shooters
maps are stored in 2D yes, but the Z axis exists and is very important
In the original you couldn't aim up or down
yea cos the renderer didnt perspective correct, causing disorienting y-shearing
I mean, the game pretty much plays exactly like a 2D top down shooter and a lot of the game makes more sense when you think about it in those terms
i dont usually think of platforming in top down shooters but ok
fair
I really wish people would stop calling doom a top down shooter
someone do a false copyright claim to get that one video taken down so people stop regurgitating it

Pretty sure it's a sidescroller
The question is though, is Type to Reload a top down shooter or a Type down shooter.
I don't even know if I want to use that term, I came up with it one day and any time I think about it I hate it but I also think it's a decent pun.
Receiver is just Type To Reload but the word you have to type is always EZZZZZZR
Isn't the idea that DOOM is 2D from a technical standpoint from that Digressing and Sidequesting video?
I mean the dude ain't completely wrong as far as I can tell
Like, he's right about the game using BSP rendering but the game is 3D in a lot of aspects.
The auto aim is an intentional design choice for instance.
doom was shoot'em up from the start
bsps aren't "stored in 2d", they're not a grid or a bitmap. the representation has all three dimensions on it, it's just stored in a really limited way.
that's far more visible in games that make more usage of the first dimension on the doom engine, such as Hexen or Strife
if you want to be pedantic about it, it has a limitation that won't allow you to do angled floors (not really- BTSX has some limited usage of arched structures, but it's done with very, very small increments to each sector) or rooms over rooms.
btsx
afaik btsx is compatible w/ doom2.exe
It is
Here's the weapon reveal, introducing... the Trumpetbuss Mark II! A new iteration sketched by @SuperUltra64 and brought to life by @AmuscariaArts, now better than ever and with a few new tricks up its sleeve! I'll show you everything later on with a proper video! #goldensouls...
Whoaaaaaa, I'm actually having some major personal breakthroughs in Doom modding.
I've figured out how to use a struct to create what's essentially a stat table that weapons can access at any time.
C coders rise up
If you use Classes instead of Structs you can make one per weapon and store them into an array
I like having all the stats in one place. It makes it easier to focus on tweaking the gameplay variables once the base code is done.
It's stuff like base damage, multipliers, and so on.
I can set up the stats in there as I go along, reference them in the different actors I make, and once the actors are finished and stable, I can edit all the variables in the struct for balancing purposes.
structs and classes are fucntionally the same though excepting the private/public "defaultness" in C++, or am I mistaken? Does modding doom produce some sort of exception to this rule?
I don't know C, just C#/C++ to be fair.
Struct types are defined outside the boundaries of a class but A struct must be defined inside a class.
Therefore to access the struct you must access the class that holds it.
Example
struct MyStruct
{
Actor AnActor;
Vector3 aVector;
}
Class MyClass : PlayerPawn
{
MyStruct MySpecificStruct;
}```
To modify values store in a struct you need to
MySpecificStruct.AnActor = TheActor;
MySpecificStruct.aVector = TheVector;
I tried C syntax
MySpecificStruct = { TheActor, TheVector };
But it does not compile and do not know if such a thing can be done
Maybe C# notation
MySpecificStruct strct = new MySpecificStruct(TheActor, TheVector);
works but I do not have a test subject handy to do it
ZScript structs cannot used in arrays (bummer)
I haven't used c++ for a long ass time but I remember being able to declare a struct like this:
struct struct0
{
dataType name;
}
didn't have to be in a class
maybe it was bad practice but I don't remember dealing with structs within classes
I am talking about ZScript structs
As they are implemented in Doom modding
They are defined in the global space outside of a class and declared inside of actors, capable of holding functions and variables of any type```
Actors are Classes that represent entities in the game world
Yes in regular C they do not need to be defined inside a Class
Well regular C does not have classes, but C++ and # yes
doomguy learned how to airblast
Trying to make a series of creative and possibly unusual spells
This one should be rather cool once visual FX are added
https://youtu.be/gmRPYe36SrI
in C++ the only difference between struct and class is default accessibility, but in C# they're completely different
a C# class is a garbage collected type, while a struct is a value type (equivalent to class and struct in C++. but without inheritance or vtables)
hi zombie :]

yeah, it's kind of a shit that you can't use struct arrays
btw I implemented all the sound and animation work for another weapon
rocket launcher of sorts with four ammo types
thanks Marisa very cool
what I'm sad about though is that I kinda... wasted some effort on its internals
I thought they'd be visible from first person, but guess not
when it cycles between rounds it does some cool spins and stuff
also icarus is going to kill himself with this the very moment he uses it
mark my words
After wasting a good 15 minutes to figure out I could not make structs array I found out I could use classes and was ok with it
yeah
just out of curiosity are you the one who did Soundless Mound II?
there's no II
but yes
are you a time traveler or something
2 isn't even planned yet
what the

Now we need Soundless Mound
soundless mound 1 when, lil mari?
huh
joel you feckin' buffoon
you clown
there is not a single "II" anywhere in the fucking thing
He made it up to entertain people as always
So why don't I feel entertained?
I feel not entertained cuz i didnt finished my map for contest
I need to play soundless mound II
hah
clearly you just recognise excellence when you see it
It's tough being a fully original robot in the year 2020
:P

at least my robot is a cute anime gril wait nvm booster and la tailor girl did that already
We can only accept nothing we make will be ever fully original
fug
Should've gone with a necron
or a toaster
lol
need more robot protagonists
=w=
even the part about having a nice butt was already done by ltg
though
booster also
I mean
I got this fanart
nice
me getting fanart was a blessing
I mean, I asked for it
but I didn't expect to actually get any
Dark Engine (Thief, System Shock 2) modding is really cool, particularly with the NewDark updates. You can accomplish a ton with text files and scripts that get loaded at runtime and can be compatible with other mods, with no need to replace map files or compile script packages
It's pretty well known that you can move objects around and even "convert" objects in the map to other archetypes by deletion and spawn script triggers, but with the latter strategy you can't edit the spawned object's properties. Except I just implemented a script that can do exactly that!
So I can say, replace a working Pistol in the Engineering supply closet in SS2 with a broken Laser Pistol, or what have you
one thing I really like about the dark engine is its sound system
I even managed to sorta replicate it... for a single map in a heretic community project
Yeah, it's really clever that it uses the vis portals to control propagation. I don't know all of the details
the whole map was sort of a homage to thief anyway
I mean more in terms of all the dynamic ambience and other sounds
Ah yeah, just quality sound design in general
the "sound schema" system
Eric Brosius really knocked it out of the park with those games
ye
The impact is really obvious in Thief where sound is crucial to the player's stealth state and feedback from enemies, but I think people slightly undervalue its presence in SS2 as well. It's all on the feedback side, but hearing enemies around the corner before you see them really adds to the tension and dread
To be fair, this is also a big part of why I love the horror parts of Thief 1 so much
I never finished Thief but SS2 is chef kiss
heh
I kid you not
https://youtu.be/NtzZrWhdKmU
Doesn't Rainbow Siege 6 also control sound, so it doesn't phase footsteps straight through walls/floors/ceilings?
@analog pollen congrats on the icarus vid
thanks babe
Robutt
robutt
V1 cheeks
too late, hege cactus has drawn the robutts already
well, not yours, but mine and term's
maybe I should ask him
Beep boop butt
Robo assssets
no response yet, I'll wait
The new interior decorator has a thing for painting the walls red.
Breaking and entering is easy when there are no doors, but be aware of your surroundings or you might get trapped.
#screenshotsaturday #gamedev #indiedev #madewithunity #unity3D ...
would probably be acceptable as long as your robot isnt filled with blood
should be fine then
also sandwiches
I don't know how a robot that doesn't even have a mouth or a digestive system eats sandwiches, but it happens
the sandwiches get turned into energy and armor instantly after it finishes eating, though
making a cork pop noise
there is no logical explanation for this process
there is lore "explaining" it though
bro you expect me to read for a doom mod?
hah
reading is optional
... I say, even though the mod has complicated enough mechanics that reading MAY be needed
Strange Aeons comes with a full manual and itโs actually a good read
my mod has fucking SIDE NOVELS of all things
apart from having a very exhaustive "codex"
MetaDoom and Lithium have very codexes
you can compare my mod to lithium, kinda
the similarities are entirely coincidental though
because I never played it before until I started dating the author
Lol
Saya: Well uh... I guess I'll accept it, then. How many can you make?
Nukritas 1xx: Well, to be precise... As many as you want, yes.
Nukritas 2xx: We can also offer a hoagie variant if sandwiches are not your
thing.
bro you expect me to read for a doom mod?
there's some funny shit in comments
you're missin out
this isn't modding but i'm trying to make mouse look in unity
and the character keeps spazzing out looking up and down
over and over
yeah but we use it as dev general
mods, games
dunno if anyone's posted programs before, but
Have u actually fully completed the tutorial?
Cause it looks like there should be more lines of code
Unless most of the shit is being handled in the libraries ur using
i dont think its the code written there
And thereโs definitely no sign of any other classes or anything like that in the vid?
Post the tutorial?
Let's see how to get an FPS Character Controller up and running in no time!
REGISTER with APPTUTTI: https://www.apptutti.com/partners/registration.php?utm_source=brackeys&utm_medium=social&utm_campaign=brackeyssponsor1
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its brackeys
same thing in the video
So am I wrong in thinking the two additional tabs are classes needed for this to work?
MouseLook and PlayerLook
nah it works
its not very good mouselook
but it does work
@shadow mist make sure `playerbody
is not the camera
its not
and also dont make mouseSensitivity fucking 100
use 10
lmao
heres your code, duplicated exactly, but i exposed the fields as public, so you can see whats happening in the editor panel
public class Mouselook : MonoBehaviour
{
public float mouseSensitivity = 100f;
public Transform playerBody;
public float xRotation = 0f;
// Start is called before the first frame update
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
// Update is called once per frame
void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}
if you paste that in
put the main camera as a child of say, a capsule
and then attach the mouselook script to the camera
it will work
make mouse sensitivity 10
this is what the scene setup looks like
i put cubes as reference points
so you can determine where you are
I need to get back to doing more self taught game shit asap. Next year is gonna be too fucking hectic to have proper time to do it
i noticed you also missed Time.deltaTime in the tutorial
which is why this feels so shit lol
yeah it was causing a framerate issue
time.deltatime IS the framerate
^
youll need to use 100 as the sensitivy probably if youre using time.deltatime
10 is too slow
that just means youve used the wrong transform in playerbody
which is what controls your rotation
honestly i need like 1000 with that because the framerate is too high, which is a severe drawback of his mouselook design
im getting 2000 fps
Who is Brackeys exactly? Only just heard of him today lmao
Tutorial man.
Is he just a coding tutorial guy?
hes a big gamedev tutorial man
K
I mostly just linked him because I know his stuff is at least passable.
this is specifically where youve gone wrong
that needs to be set to the capsule, not the camera
Donโt really use video tutorials that much unless Iโm absolutely forced to or the occasional watch here and there
i'm not sure what i'm doing wrong now, cause i did set it to the capsule
or rather
cylinder
can you upload a screenshot
sure
of your scene, the script, and setup
id suggest locking your framerate if youre gonna use that code
because your mouselook will be framerate dependent
choppiness
you need that Time.deltaTime code
i did set it
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;```
in Start()
Application.targetFrameRate = 300;
or do like, 60
that should level out whats going on
while you learn
invalid token
i think youve put it in the wrong place
void Start()
{
Application.targetFrameRate = 60;
Cursor.lockState = CursorLockMode.Locked;
}```
you could also use vsync
yeah probably
ideally, as homework, you should make sure the math isnt framerate dependent
imma learn C# to make this easier
Always delta time your games, yey.
takes me back to the previous frame and tells me the time it took
:P
We have truly come a long way
0.01s
Lil' round of testing with the Hellblazer. It's coming along nicely, and is shaping up to be much more "refined" than its predecessors from the older SWWM entries.
Just got the standard ammo type done for now, the extra fun ones will come later. https://t.co/KIilXc7x3d
heh
even the player is a 3d model
honestly I prefer working with models than with sprites
easier to animate
Repainting it to match Doom's style seems like it'd be a huge pain in the ass, too
it's just my own little style :v
you're actually going to see it in soundless mound too, since it'll also use 3d models
smooth
Only thing that bothers me is the melee animation, I feel like it should move a bit faster to really sell me on the gibs producing impact
its really hard to animate mdls?
There is no model interpolation so you have to make all frames
It's like animating sprites except it's a model
oof
oh, there IS model interpolation
i mean Q3/Doom 3/GZDoom mdls
Really? When was it added?
I remember it being a thing since forever
it can be implemented into q1 engine
Although you still need to animate models like sprites
Because what the engine does is replacing a sprite frame with an associated model frame
I think I can accelerate the two-handed melee
honestly I blame the slowness of it on the fact I was syncing it with the "swing" sound
but it seems I can trim it
The animation itself is good it's just that I struggle to associate a explosion of flesh to the speed it moves at
yeah, it's much better now
check this out bois
mrowrwind
Instead you get Sam
and i guess theres no modern tools for that
cock1 cock2
Sam engine
wow thats fuckin fast
did not look like that in the program
thats...better its not supposed to look that fast but alright
oh never mind my program was just running slow...for 1 and 1/2 hours straight
FAST RELOAD
Nice shotgun reload.
Okey fellas so what's the deal with "Singeltons" instead of static classes
wow that got deleted fast
anyway, are you sure that's the right name?
isn't it "singleton"?
the fuck is a singleton
A singleton is a class that you access through a single instance
Useful because a static class cannot be instantiated and cannot inherit
that sounds sick, might need to look into that for "random future stuff"
me has python code that renames images in order so i can use them for doom animations
my python code jumbles up the alphabet like a boss despite the code including the alphabet in order ๐
hey guys - quick question
does anyone know if there's a way of controlling an alternate hud made in SBINFO in game via ACS?
it's like...
a while ago i made this new hud and now i'm looking for a way of turning it on and off in game with ACS
Drawing stuff on screen with acs is performance demanding
oh i know - i tried that before
You can create two huds and associate each one to a different screen size
Yes
you can do that even in ACS
but that's not the point
i already have a hud - made in a sbarinfo lump
and now i just want to turn it off for a second using acs
Anyway, maybe it would be better to have separate HUD elements, and figure out some kind of formula in ZScript that would determine their placement based on resolution. Relative placement or some such nonsense.
Give player an item, when sbarifo detects that item make it draw nothing

Oh, for making it turn off? Definitely do inventory stuff.
I've actually been working on a way to make slaughter WADs not be horrible with vanilla-ish Doom.
Taking inspiration from Dynasty Warriors, of all things.
I'm turning all hitscan weapons into fast projectiles with small knockback radii.
So far, it's working wonderfully. The main issue is that whenever a monster gets knocked back into a short wall or stair, they get launched WAY the fuck up regardless of velocity.
At least it's 100% ZSC.
I hate hard work. ๐
Give projectile the HITMASTER flag.
On Death state monster hit becomes the projectile's master.
In the death state
Master.A_GiveInventory("BetterCollisionPhysics", 1);```
in the item you will override Tick like this
Double OldVelZ;
override void Tick()
{
Super.tick();
if(!Owner) { Destroy(); }
if(OldVelZ)
Owner.Vel.Z = OldVelZ;
else if(!Owner.CheckMove(Owner.Pos.XY + Owner.Vel.XY))
OldVelZ = Owner.Vel.Z;
}
That means: if next tic monster goes against a solid surface make vertical velocity 0
Alright, let's see how it works. ๐
The problem you have happens because FastProjectile actors are the only ones that can properly handle faster than 60 speeds
Oh, I'm using FastProjectile.
On the monster
Did an improvement
I like to break things up with plenty of whitespace for readability. Does this still do the trick?
{
Double OldVelZ;
override void Tick()
{
Super.tick();
if(!Owner)
{
Destroy();
}
if(OldVelZ)
{
Owner.Vel.Z = OldVelZ;
}
else if(!Owner.CheckMove(Owner.Pos.XY + Owner.Vel.XY))
{
OldVelZ = Owner.Vel.Z;
}
}
}```
holy shit that was fast
it works flawlessly 
thanks @unique trellis @lean gyro 
Don't thank me, I didn't do anything useful. I just agreed. ๐ญ
Oh. Shoot. Stairs are still launching monsters into the ceiling.
No need to thank it's just something super basic
So wait, should I add it to the Death state, or XDeath state?
Add it to both for safety
And add a
Console.PrintF("%f", OldVelZ);
In Tick()
To make sure monsters are actually getting the thing
Your physics fix item is in zscript/physics. The FastProjectiles are located in zscript/weapons/projectiles.zsc.
Sorry I'm so folder-crazy.
The whole thing is really kind of a terrible, fragmented mess. ๐ฐ
The debug weapons, under zscript/weapons/debug.
They each use a child of MusouFastProjectile in zscript/weapons/ammotypes.zsc.
Pistol uses 9mm, chaingun uses 12.7mm, shotgun uses 12ga.
So I am adding my artifuicial push to test the script
M_DamagePush(M_WeapStat.Damage9mm,50,"MOD_UNKNOWN");
if(!Master) { return; }
Master.A_GiveInventory("BetterCollisionPhysics", 1);
Master.Vel.XY = 20 * AngleToVector(90);```
I get no monster going sky high
And the script return values in the console
So I guess it works
Open up Map01 in Doom 2, and shoot the former human on the right with the pistol.
That dude always reliably flies up like a firework.
Imma check it out
I guess maybe increasing the push scale will make it do it
Lmao yes now I see it
Ok here is the problem how I see it
[Ricochet sound effect]
I will explain through a shitty drawing
Is he slamming into the stair behind him and getting launched upwards by the tiny vertical wall?
The being shot up high depends on the position the projectile stopped
If you shoot it at head height for example the monster does not fly away
I'll just remove the THRUSTZ flag. That seems to work, but it's a bit depressing not being able to pop dudes into the air. 
Let me think for a sec
What is your train of thought for the thrust?
I don't know, but it's definitely derailed.
The original idea was to have a sort of cone of thrust on impact, with a small sphere of pushback at the base of it. But that obviously won't work.
You basically want enemies to rocket jump when hit right?
Cause I see your projectiles use a_explode
I'm gonna send you something in private messages
Nothing so dramatic, actually. I was just aiming for bullets knocking enemies around.
Basically, if someone eats a rocket, they get slammed backwards with a little Z thrust to give it a nice arc.
If someone eats a bullet, I suppose they don't need Z-thrusted. As long as they get knocked around somehow, that should work.
I sent you something that might put you on the right track
lol
This wolf 3D source port tastes funny......
punch is punchy now
how bad does it taste
Like mold
eh - i might as well show what i needed your help for @unique trellis
https://www.youtube.com/watch?v=iGmgR7OkJqQ
thanks gain btw 
Sweet environment.
danke
i wish i was better at writing shit
reading this back after getting a night's sleep feels so awkward...
is this doom 3
I really dislike the Fallout 4's mod community right now. Why is it so difficult for someone to make one simple mod that doesn't need 5 other mods to make it work? No really I just want a keyring mod that doesn't require other bloated mods. ๐ก
solution:
don't play fallout 4
It doesn't help that I'm playing the XB1 version. So the mods for that are limited to all heck. Its ether use 5 mods, and create massive inventory lag, or use nothing.
I have USB's with all my mods on them, so that I don't have to fiddle with it ever again
eg my call of chernobyl USB has the entire game + mods and a few saves ready to rumble whenever
what's wrong with using a usb for storing mods
bit rot
won't have to think about it for a while but it's not good for very-long term storage
Unless you re-initialize it, I believe.
Basically just format it and move shit around now and then.
Mainly because the electric charge used to store data on flash memory could leak over time.
bro this is so not cool
but I'm pretty sure the bits will never rot to the level that I can't understand what mods I had installed/needed, at least with shadow of chernobyl/call of pripyat
pendrives have this nasty habit of simply dying out of the blue tho
I would really advice not using pendrives for anything that isn't their main purpose: transfering data and sick-ass mixtapes
Or go the Randall S. Pitchford's II way
Keep all the important docs along with porn on one pendrive
And then lose it in a public place
hah
rule one
Pitchford and his "magic tricks studies"
rusty pitchfork
"for this magic trick I'll make 90% of everyone into gaming hate me"
alright - another quick question
is there a way to give a thing a TID in the decorate definition ?
Not that I knoe of
You can assign one through ACS Thing_ChangeTID
And assign one to things you place in maps through the Map editor
i don't know anything about modding.
but i did worked with a watered-down version of python i guess?
i realised i am not good with that shit
is this the ssg finaly
Fimaly*
no
that's the plasma rifle
one of the plasma rifles :v
there's two weapons taking that place
like there being two bfgs
It's C time fellas
pain
I personally prefer this book
the first is a declassified fbi file and the second one is a modern art gallery in a book
holy trinity
I have no eyes and I must C
Yes
I hate that all the compiler tutorials I can find spend like 3 hours on the lexer like bruh
im actually learning c myself too lol
what a coincidence
"the c book" is great imo
very informative
heh
all I've learned is that C++ is a mistake and writing plain C no longer makes me want to gouge my eyes out
it's so much better
I'm watching this rn
Richard is a member of the Elm core team, the author of Elm in Action from Manning Publications, and the instructor for the Intro to Elm and Advanced Elm courses on Frontend Masters. He's been writing Elm since 2014, and is the maintainer of several open-source Elm packages in...
And apparently c++ was actually "c with classes" at one point
I thought that was just a meme
also he kinda digs into why all the current big languages are Object Orianted
used this motherfucker on my thesis: https://github.com/lark-parser/lark/
3 hours I had the entire language parsed
ANTLR is also really good but for some reason the python backend is insanely slow
Imagine not making games and shaders using nodes ๐
parsers are... doable, the problem is writing a parser with good error messages
You know what has excellet error messages?
Rust
Although i do not know a lot beyond that, perhaps I will start learning it after summer
I haven't touched those "new" languages like go and rust
I got some Rust material on my kindle and have been reading but no project yet, need something to fire me up so I can learn it
objectionably oriented
is there a hotkey in Doom Builder for when you literally LOSE the map in visual mode
rather how the hell do i manually set my coordinates
what do you mean manually set coords
I just released my balance mod for System Shock 2. Check it out:
https://www.systemshock.org/index.php?topic=11194.new#new
System Shock 2 - Rebalanced Skills and Disciplines by RoSoDudeSS2-RSD aims to rebalance the game's RPG systems and provide more meaningful differentiation in character development. Highlights include new repairable batteries and prisms, a rearranged Heavy skill weapon progres...
-Removed damage bonuses to wrench from STD skill
0/10 worst mod /s
nah but really this is cool
Haha thanks
even if it sounds like you made the fusion cannon even less useful from reading the patch notes
The Fusion Cannon has been buffed significantly from vanilla by ADaOB (incorporated into SS2Tool patches and the SCP mod)
ah
I made it use more ammo, but you can also "buy" prisms with Repair very cheaply
so ig the notes are relative to that?
Yeah, it's all relative to SCP, which makes fairly minor changes to balance overall
(what ADaOB did to the Fusion Cannon was give it 10 incendiary damage in addition to its 20 energy damage, so it's guaranteed to deal at least 30 damage to any target)
-Doubled Assault Rifle degradation rate (equivalent to Pistol)
i'd imagine the projectile of a fucking nuclear fusion cannon would be pretty hot

there's a price to pay for higher damage. Harder to maintain too. But still probably the best weapon in power and versatility
Yeah, in the bar with all of the drinks
The game's half-assed excuse for Heavy weapons support early on ๐
Anyone notice that the mod is only 46KB despite all these changes? NewDark is the coolest engine I swear
i'd be surprised if it was much bigger tbh
While I've had this mod planned out for over a year, it only took me two weeks from start to finish to learn the tools and make it all happen
The amount of modularity it's gained in the last few years is insane
I forgot to mention, use Valve Texture Mode when starting your maps! I used the default idbase textures for this video, which are little suboptimal in parts, but I'm more concerned with just demonstrating the building technique. Be sure to snap your vertices to integer if you ...
guys
i need some help with my doomin'
That is the easiest way to not get any help.
State your issue and if anybody can and has time to help will
ok, sorry - i just wanted to know if anyone is up to this
anyway
i figured it out already

sorry about that
Screw it, Zip 22 in GoldenEye
Inaccurate depiction. 0/10
so does anyone know why when you open
Doom 1 levels in Doom Builder
they just don't show up in visual mode
GZ doom builder, or OG Doom builder?
OG
Any reason you're using Doom Builder 1?
Or do you mean regular Doom Builder 2?
Either way it sounds like a GPU issue if nothing is rendering
Or drivers
On that note, Ultimate Doom Builder is the latest iteration: https://forum.zdoom.org/viewtopic.php?f=232&t=66745
Discussion about ZDoom
It may work for you, as it uses OpenGL now instead of DirectX
i'll switch over most likely thank you
i kind of just downloaded Doom builder (its 2 btw) a long time ago and stuck with it
tf is ultimate doom builder
It's a rebranding of GZDoom Builder Bugfix
i know
cuz i was sitting on DB and had issues with setting 3d floors, gzdb helped me with that, but i lost plenty of time for readjustment
not gonna switch to that yet cuz i barely have issues with gzdb
Main reason I can think of is better ZScript support, but if you don't use ZScript then it's not super important
i barely can handle acs im not touching zscript
Sorry, I don't know Doom modding, but is Zscript like the scripting language to create stuff with in maps using Z/GZ?
Yeah
Oh wait no, you're likely referring to ACS
ZScript is for all kinds of scripting
Ah.
It's basically a much more advanced version of DECORATE, if you're familiar with that
You can replace both decorate and acs
With zscript with better control over stuff
but once ive looked into hideous destructor code when weapons were full zscripted ive said nah thanks
but hdest is a beast under hood
Is that what people use to like code non-Doom standard enemies and weapons? Or do they edit the actual src?
This was the only time I ever made a Doom map. Just the default textures and some pinkies.
my first map
That lighting is dope.
my first map lmao
I've only ever done small dumb little maps
The only maps I put effort into are the ones I make in GoldenEye custom maps. Was thinking of moving over to Doom soon-ish since it's a much less niche game to make maps for.
Probably much faster to make maps in Doom, too. Since you likely don't have to manually optimize and split rooms triangle by triangle and set render gates and their respective rooms.
If you do big open levels (like, massive) then you might have to do some trickery but otherwise yeah it's way quicker and easier
Like that one Doom wad that's 1:1 scale New York city using the best they could with the engine?
no I mean like
open world game-sized
since with big open areas there are very few walls to block other parts of the map with
so everything gets drawn
I didn't even know the Doom engine could do larger. Impresses me how much you can stuff into it
It depends on the port you use, but GZDoom is capable of truly gigantic levels
too bad performance wise it handles everything across the board poorly on older/weaker hardware
Yeah, it's a shame
and can even choke proper rigs
Just run nuts.wad
mock2.wad is still unplayable in legit way even on todays pc lmao
nuts.wad is actually playable in prboom+
^
Mock 2 and the Sky May Be. The cursed duo.
Obviously GZDoom and PRBoom+ aren't comparable since GZDoom has a lot more going on, but it's an interesting bit of trivia nonetheless
wait lmao i just launched the biggest offenders in mock2 and they are fully playable
more so than okuplok
Under GZDoom?
yes
The engine's received a number of perf improvements so that's probably why
Vulkan or GL?
lmao
Laptop exploder 5000
well the framerate still drops a little when 993 cacodemons are shooting multiple projectiles across the map
I wish gzdoom had more... in-depth ways of profiling stuff
so I can better optimize my mods
I find myself very often doing this thing where I comment out chunks of code selectively, until I finally find out what exactly tanks the performance
I wish gzdoom had more streamlined sector light settings because it blows my mind
I used to do automated tests using AllClasses or whatever it was + MSTime()
New trailer! Here are all the weapons of Doom: The Golden Souls 3! Also on YT: https://t.co/OsuRIGbl1r #goldensouls https://t.co/xHWsnZaeZM
Magnets + Nails = ???
Time to get creative.
Magnets can also be attached directly onto enemies to pull nails into them. Great for highly mobile targets.
#screenshotsaturday #gamedev #indiedev #madewithunity #unity3D https://t.co/EnlAgKpsuh
i want it.
what is the darkest Doom 1 skybox
what do you mean darkest
doppler is the best
I love this
thats stupid i love it
it gets even better
Big news. I did some animation work for Get to the Orange Door by @LowHangingCoin. First time animating for a FPS game so I'm super excited. https://t.co/2MbFJlJ433
That's some nice animation
I wish I could animate like that
nice
sick youve come a long way bong boss
IK + curve editing?
Nah just IK and standard dope sheet stuff, Andrew did do some tweaks to the anim though when it was implemented.
The clip at the start is the raw anim though.
ahhhh, I see
I'm just a noob when it comes to this stuff
I keyframe everything by hand
For animation, just keep at it. You'll develop a good sense of weight the more you animate
heh
There was a game I was working on with cats with guns that had some really nice reload animations (It was 2D tho) Lemmie find it
Well, nice for pixelshit
cats!
Blood custom map ๐
There's tons but this is one in finishing up... I am now able to post again in here ๐ญ๐ญ๐ญ
just going to record something real quick
This is a remastered Blood project from late 90s called Bloodlines... It was released and done with but now we are revisiting it last couple years... The Out of the Grave Edition ๐ค should have the updated beta out next couple of weeks? Then it's just finishing maps as we have time
Old one was incompatible with Blood Plasma Pak really, so that's been biggest hassle... Finally got help getting a script written to fix that and now back on track!
I'm hyped for anything Blood-related!
Oh friend good things just released in 2020...
Trauma Therapy
Fleshed Out
Eviction (best of bunch)
agh I really love Blood, but I don't know if I can bring myself to play through any of it again
cultists be like "Caecux infirimux!" and then you're dead
Going back to it after almost 2 playthroughs of Dusk has made me a better Bloodite ๐
blood is defenitley like 10 * harder than dusk, mathematically that is not an exaggeration tbh
idk what you gained from dusk
Modern mappers for most part really get how to build around strengths and weaknesses of blood enemies... I think there's major improvements bc of it
aight, that took a while to encode into an adequate size
good thing I've got nitro :P
And now you can add new enemies ๐
just showing some anim stuff from the mod in its current state
Added mass according sprite size, dude spawn weapon and it can stomp the target if mass is too big
More info here:
http://cruo.bloodgame.ru/xxsystem/
OH SHIT
I think blood is probably the most unique "retro-fps" style experience I've ever had, something I think I want to try replicating in my games
This is hype.
Since it's so fucking hard, when things get going and you get into the groove and are really slaying shit, there is no better adrenaline rush in video single player videogames
Custom weapons https://youtu.be/pucfZoQGqtg
This mod allows to install 22 new weapons for Blood. The weapons were created by using QAV animation, so this means they have changed characteristics and/or balance.
Download link:
https://www.moddb.com/mods/blood-weapons-mod
Now custom weapons, 4.0 is dosbox only, 3.5 is BloodGDX and NBlood compatible...
Another guy, who actually made Blood 2 Extra Crispy, the ONLY way to play that nightmare, came out and is making a game balancing mod for Blood Fresh Supply.... I don't have link
Oh I have link.haha....
https://www.moddb.com/mods/blood-extra-crispy/downloads/blood-extra-crispy-open-beta-v08
So lots of awesome New Blood stuff!
With both the custom weapons mod, and the Voxel enemies mod, Blood modding is coming it's way.
can they mod it so that the cultists are not only not annoying but also still difficult to deal with
honestly, kinda satisfied with my amateurish modeling/animation work
it adds to the charm
aight, that took a while to encode into an adequate size
tfw this server is max level

oh nvm
it was
goddamn cheapskates takin their boosts
Oh a vid!
did a little "software rendering" exercise in unity today
entire thing is basically an emulation of how an early 90's arcade board would render shit
and because of the way its done, the game is literally a single gameobject
whats with that white pixel on the right
like thats scrolling with the bg?
OH
its just part of the bg tiles
i had to fullscreen
bro you could hide the game in other games
yes i could!
send your friend a bigger project and then the "gameObject" is just like a random object somewhere
i could make the game playable inside of any unity game
in world, too, i could render it to like an in-world gameboy or some shit
I reckon that's how it works in other titles too, like DOOM running in DOOM Eternal
maybe not the single gameobject thing but whatever
lmao
thats just a fun bonus
theres a lot i could do to improve it, but this was mostly just learning how games without gpu's worked lol
id love to make my own dedicated hardware for a game
so this gives me an idea of what it needs to be able to do
games within games
ez
ofc a VAST majority of that is just unity garbage
Unity can be so bloaty at times.
definitely
but im not gonna complain about 15mb
even though in reality this needs magnitudes less than that
Since game dev is allowed here, here's an actual level from the Cat Game I showed earlier. Didn't get further than a 5 level concept beta before I got bored of making it. https://www.youtube.com/watch?v=SyFFaRsMo4A
I found there was issues with dodging bullets in a platformer that doesn't make for an interesting combat loop. Might be me, though.
It runs really well tho, only uses about 90 MB of RAM max ATM, and runs at a solid 60 FPS Even with dozens of enemies pathfinding to you. Lag is from recording.
wip starting area of a map I'm making
Those slopes look pretty interesting
doom guy's gonna do some cardio
those stairs look like quite a workout
spawn some demons and mancs once he reaches the top to push him down 
make him go all the way up again
@untold niche that's pretty cool. Keep it up!
I wrote an article about my experience modding with NewDark for System Shock 2. The Dark Engine was modular to begin with, but the community has taken it to new heights over the last few years:
https://rosodudemods.wordpress.com/2020/04/27/devblog-3-system-shock-2-modding-with-newdark/
Oooooo
Cursed aiming in GoldenEye
Ha, very cool. What tools are you using to edit GE?
i don't think the aiming is the only thing that's cursed about this
GoldenEye setup editor @brittle yew
What's possible with it? Just new assets, or new scripts, AI behaviors?
I'm actually more curious about Perfect Dark modding, if I'm being honest. But I figure they're related
New maps, new music, full model replacement, ability to edit any text, and a in-game scripting system
Perfect Dark can be edited with it, but it's an actual nightmare
Biggest problems stem from not everything being documented + strict address location writing compared to GE
If you write too far, the game will basically break
There's also a GE patch that lets you edit memory addresses in real-time, which lets you do much more stuff in the GE engine like streamed music or custom enemy attack routines like melee attacks
that's awesome
There's a lot of limitations to the engine though. Map collision is very primitive for example, and the weapons have to be manually Z buffered by hand since they ignore it
Making maps isn't as easy as Doom or quake either. Since you need to manually optimize and make the lighting for maps. Anyway, getting off-topic.
Is the webM corrupt?
no, it uploads fine in other servers
should be able to, if you're a rat
Weird
I just get a generic "upload failed"
def weird
Hmm, definitely weird
The red screen effect is too harsh IMO
I mean, the character is, but the player isn't
Most screen effects people dislike make logical sense
heh
Another gamedev post (since I presume this is allowed here?) But I've been turning the character I animated into a little game. Only have a walk/turn cycle ATM for the 2 days I've been making it.
My question is why does she look so upset
Puzzle platformer where you'll be too scared to hurt the enemies
So you unintentionally hurt them by other actions
some CC, you might want a little grey/white bg during dev, helps you have a better idea of speed, and you might want to draw a circle w/ a diameter line on the middle so you have a better idea of how fast the walk cycle should be compared to how fast your character is, so it doesn't look like it's sliding around


