#general-modding

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unique trellis
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Like a grey/white grid?

crystal kraken
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yes

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it's a talk about procedural anim, but it shows the stride thing I'm talking about on the timestamp

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(I really recommend watching the whole talk at least once tho, it's amazing)

unique trellis
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I never thought about stuff in this way. I usually do stuff like movements by eye and what looks "right" to me

crystal kraken
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hope it helps

wraith beacon
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The animation looks like a really slow run cycle rather than a walk.

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Mainly because two feet are never on the ground at the same time in the cycle.

unique trellis
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That's true. I do have walk/run in the list of anims. So I could make a more walking-like anim and try and adjust this one for running.

crystal kraken
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that gdc talk goes into details on that sorta stuff too

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even tho it's mostly focused on procedural animation, he's got a lot of really useful insights

unique trellis
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Bookmarked it

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The graph explanations also help a lot.

crystal kraken
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it's prob. the best example of smoothing functions out there lmao

unique trellis
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Much easier to see the how many units a thing moves.

robust bolt
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i thought this was some weird artpiece and the cursor was part of it sry

crystal kraken
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it's just some old shit I've got saved on imgur from back when I was trying to help a friend with the oldschool style of drawing pseudo 3d roads, I didn't really care much about the cursor being on it etc

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don't have the chatlog of the explanation tho :/

unique trellis
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Projections be like: Pitagora

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I don't think I will ever run out of situations in which using trigonometry is the solution

crystal kraken
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yeah, learning your maths is no joke

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there's no reason not to

unique trellis
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triangle time

crystal kraken
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more like TRIG TIME

unique trellis
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triangle supreme

cyan kestrel
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So. I can't find Doosk's main files anywhere.

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NEvermind.

surreal rapids
limpid zodiac
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wow this does have abandonware vibe

surreal rapids
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thankyou, i really hoped it would have that feel ๐Ÿ˜„

tranquil oracle
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So Unity is handling the interpolation itself

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Takeaway: Unity does have native support for vertex animation

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And since it's just a blend shape, animating it is simple

void Update()
{
    var weight = rend.GetBlendShapeWeight(0);
    weight     = Mathf.Repeat(weight + Time.deltaTime * .05f, 1f);
    rend.SetBlendShapeWeight(0, weight);
}```
deep pulsar
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nice

tranquil oracle
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In previous experiments a while back I had been manually generating interpolated vertices and applying them to the mesh directly

deep pulsar
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good work senpai

tranquil oracle
deep pulsar
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fgfgfh

tranquil oracle
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One thing I may have to do manually is applying the bounds

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But that's super simple so it's not a big deal whatsoever

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Interesting that Unity doesn't appear to account for blend shape deltas when generating bounds

hazy sorrel
tranquil oracle
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So I'll just have to pre-generate a bounds for each frame

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Yeah, that kind of stuff is super interesting to mess with

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A while back I toyed with automatically generating a skeleton

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Couldn't get it quite right at the time, but that was years ago

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iirc I was inspired to do it after reading some post on the warsow forums in my early teens

tranquil oracle
unique trellis
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He be goin

limpid zodiac
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yo is this fear but you fly at 200mph

misty sparrow
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Looks neat

near mortar
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It looks like a poor man's Trepang2 with Dusk flips

candid dawn
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Yeah fear is a huge inspiration. And yeah Dusk inspired the flipping!!

near mortar
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I just have two questions

wraith beacon
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Feels more like a Fear successor than Trepang 2 IMO.

near mortar
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why does the character one hand all the guns and why is there giant lights strapped to the side of every gun

wraith beacon
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Destruction is a bit goofy in places though.

limpid zodiac
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you can bicycle kick through the windows, that's already better than fear

candid dawn
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Character has no left arm. Light is ammo indicators

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Destruction needs work yeah but I'm happy with it so far

near mortar
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I think the lights being ammo indicators could be improved upon so that it's not as distracting

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right now they seem pretty obnoxiously bright in my opinion

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and huge

candid dawn
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The bloom needs to be decreased in them for sure

limpid zodiac
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so what's the general theme of the game? supersoldier going on a killing spree or sth like that?

candid dawn
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They are bright so you can identify if a gun is loaded from far away

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But they should dim when equipped yeah

near mortar
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I would suggest making them thinner and maybe segmenting them or something

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bright when on the ground is fine, visibility is necessary

candid dawn
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Theme is slave escaping servitude and fighting up the floors of a skyscraper

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Yeah good suggestion, thanks

wraith beacon
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The ammo indicator changing between red blue and yellow doesn't seem like the best choice for accessibility.

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Would probably be better if it was more of a progress bar that changed between red and black.

candid dawn
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Oooh interesting, I avoided red green for accessibility

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I'm dumb, is there a color blindness that effects red blue yellow?

wraith beacon
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Eh probably not but it's better to not really take any changes with this stuff IMO, and it'd be a bit clearer if it was more of a bar.

candid dawn
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Yeah I hear you, I'll give it some thought. I want players to be able to identify gun status from far away

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There is no reloading, so you are always sourcing weapons from environment

wraith beacon
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Eh that makes sense I guess.

candid dawn
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So I want it to be super clear which guns are high priority to get

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But I could have different indicator when held, we shall see

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Thanks for the feedback all, glad I posted here ๐Ÿ‘

limpid zodiac
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can you throw weapons to stun enemies like in superhot?

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i like the no reload thing

candid dawn
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Yeah absolutely

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I think there's one example at end of trailer

near mortar
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Reminds me of Jurassic Park Trespasser in that regard

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I mean that in a good way

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It's an very unique thing, handicapping your protagonist for more interesting gameplay design capabilities

candid dawn
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I've never played trespasser but I respect it's design philosophy for sure

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Yeah exactly

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Survival games embrace handicaps but it's more of a punishment and not a twist on gameplay

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Or milsims too, I'll never forget crawling like 20 mins to finish a mission in operation flashpoint cause my legs were shot out

dim cedar
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Impact looks kinda rough but ngl there was some badass shit in there

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The part that particularly peaked my interest was when you wallrun and do a backflip

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And shoot dudes

candid dawn
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Haha thanks

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Yeah it's still in early stages for sure, it shall be polished over time

dim cedar
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Definetly add some more movement to the hands or make them look less stiff if you can

candid dawn
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Thanks for the feedback, can and will ๐Ÿ‘

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I watched someone play modern warfare yesterday and I just stared at the first person anims

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The standard for FPS anims is very high nowadays. They look so good

unique trellis
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Game dev time. Tried to fix the anims and movement speed to sync better. Also fine tuned turning, added idle anim and a animation system for variable loop animation loop points, and added a look-up feature.

coarse token
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why so sad looking

unique trellis
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Explained it before. Game where you're scared of enemies and can't directly attack them. Haven't made any yet tho

coarse token
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interesting

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seems like the anims are little slow though

unique trellis
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So you have to indirectly hurt them in a puzzle-like fashion.

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Yeah the anims are a bit slow, been trying to get that sweet spot, but haven't found the best timing yet

hazy sorrel
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seeing this character for the third time feels creepy

unique trellis
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2 spoop

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My problem is posting updates without much content. Will focus less on that.

hazy sorrel
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let me repeat

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creepy

unique trellis
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Creepy

hazy sorrel
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I mean it

brittle yew
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Another little mod for System Shock 2. It sounds the alarm when you destroy cameras, unless you've hacked the security grid or have cast the Remote Electron Tampering psi power.
https://www.systemshock.org/index.php?topic=11204

coarse token
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@modern raptor is she a robot or is it just the artstyle

patent spade
lean gyro
tired warren
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fear

unique trellis
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oh god

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upload it

lean gyro
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it's already gone

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i didn't even think to save it

merry swift
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the program would probably crash before you could save it

crystal kraken
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pretty neat using the blendshapes for interpolated vertex anim

unique trellis
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You're pretty neat

crystal kraken
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love you too bby

unique trellis
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๐Ÿ˜˜

merry swift
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uh.

unique trellis
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what's wrong Kibble you want a kiss too

merry swift
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maybe ;)

deep pulsar
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oh my

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cute

unique trellis
crystal kraken
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everything about that just screams chasm the rift

weak root
analog pollen
deep pulsar
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very yellow

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or should I say

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amber

analog pollen
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yeah i made it a bit more yellow than it used to be

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still kept the same monochrome color scheme though cause that works best with the limbo reveal

misty sparrow
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oh that reminds me van was supposed to release one of her maps today

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wonder if its out

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oh it isnt out yet

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sad!

deep pulsar
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van?

misty sparrow
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shes doing the UNSURE stuff

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also as far as im aware she was doing a japanese themed megawad

unique trellis
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Niponise

misty sparrow
deep pulsar
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good

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friend

outer eagle
mighty charm
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Hey there modders, I need help with custom weapon in doom 2, I have a decorate weapon that shoot plasma balls ('A_FirePlasma') and I want to create my own plasma-like projectiles with custom sprites, any suggestion how to do it so I could just replace the line from 'A_FirePlasma' to 'AFireCustom' (for example) ?

unique trellis
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You can just place sprites with the same name of the original in your sprites folder

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For ex. if the sprites are named BLA if you add sprite namex BLA in your sprites folder the engine will replace them automatically

mighty charm
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You can just place sprites with the same name of the original in your sprites folder
@unique trellis I thought about that, but will the custom sprites work when I publish my wad?

unique trellis
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The only reason why they wouldn't work is because somebody loads the doom2.wad after your mod, which is stupid and nobody does

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Except some dumb kid

mighty charm
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Ok I'll try that, thank you โ™ฅ

keen bear
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neat

candid dawn
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thanks ๐Ÿ‘

analog pollen
misty sparrow
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ULTRASHIT

tranquil oracle
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gonna kick you in your ultrashins

misty sparrow
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Gonna make fun of how bad ur sdk is

tranquil oracle
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Do it, you'd be right

analog pollen
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Sucks DicKs

tranquil oracle
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^

hazy sorrel
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Ultrakrap

deep pulsar
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ultraultra

robust ridge
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So, it took me longer than expected to upload these two files (blame you cellphone datacap), but finally the optional high res doosk weapon sprites were updated.

In addition to the optional 360p sprites, now the 720p ones are available too, for high end computers!

Note that the 360p file was updated too, but mostly it was a name change to prevent issues with upcoming versions of doosk and confusion on tspg mirror webpage.

That being said, enjoy!

And don't worry, a new update for doosk will come in june, hopefully, if internet comes back (i've been offline since february) :P

360p files: https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-optional-360p-sprites
720p files: https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads/doosk-optional-720p-sprites

Mod DB

Optional 720p sprites that enhances even further the way weapon looks on larger screen resolutions. 360p files are no longer required.

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And for those who has issues running the mod with batch files and stuff, there will be an alternate download with files only on next update, so you can drag and drop the files directly into the sourceport executable :P

hazy sorrel
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are hi res png sprites still a big stutter issue in gzdoom

deep pulsar
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just enable gl texture precache

hazy sorrel
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tell that to ppl with lesser hardware

deep pulsar
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heh

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that's what the 360p pack is for

tranquil oracle
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Just released this, hopefully it's useful to some

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We had to use this to re-attach some enemy prefabs to their models, so that replacing the model assets didn't break bones and animations.

robust ridge
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Wait, i've been offline since february.
Monster models for sdk are out now? Or that's something else?

polar kernel
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So from what i've gathered you need trenchbroom to make maps for dusk right?

tranquil oracle
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@robust ridge It's unrelated to the SDK
@polar kernel You can use any Quake or Half-Life level editor, but we recommend TrenchBroom

robust ridge
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Ok, thanks for reply

polar kernel
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gotcha

sick granite
unique trellis
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We have you surrounded, at least from this side.

indigo olive
gloomy zephyr
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A sucktion to the wall, that sounds.... interesting

hazy sorrel
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that isnt feel like suction

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but its way more fluid than ghostrunner wallrunning

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even if you loose altitude

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mid run

indigo olive
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Yeah I didnt want to mess with the physics too badly to confuse people like in Mirrors edge

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so I just scale down gravity

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and pull them into the wall

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the 2 wallkicks I think adds an extra layer too but I think it will make mapping kinda a pain

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I should try out Ghostrunner, I saw the demo got released but my steam didnt show it yet

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@hazy sorrel do people not like ghostrunner's wallrunning?

hazy sorrel
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i dunno

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i know that I dont like ghostrunner movement

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maybe because your build isnt locked on 85 fov

indigo olive
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Ew... yeah I'll be adding a slider but I've also switched the engine to use vertical fov so ultrawides etc dont get punished

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73degrees vertical fov so pretty high

patent spade
hazy sorrel
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edgy

patent spade
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yup

indigo olive
hazy sorrel
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theyve updated it

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on first day there was no fov slider

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still movement and combat is much left to desire

indigo olive
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Yeah... I think the wallrunning controls are a bit wierd and idk how I feel about the dodge mechanic, but it might just be the default bindings and it being a new kinda system

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it's very unique... I'm impressed with the level design though

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runs well too

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I was slightly worried with the trailer that it was kinda what I was going for but it's really not.

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@candid dawn 's project is annoyingly close but different enough I dont think we'd be treading on each other

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He's going for a bit more high fidelity and slower paced but the movement is similar

wraith beacon
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Biggest problem with ghost runner's dash is it always dashes forward.

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At least in mid air, where you'll do most of the dashing.

indigo olive
keen bear
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looking good

outer eagle
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Looks very smooth nice!

analog pollen
candid dawn
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@indigo olive there's room for both of us ๐Ÿ‘

indigo olive
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Your project looks super cool!

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Oh hey @analog pollen awesome seeing you actually got picked up by New Blood โค๏ธ

analog pollen
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yup it's nice

indigo olive
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Annnnd now crytek is wooing me with decent designer tools... why inreal doesnt give proper love to BSP I dont know ๐Ÿ˜ฆ https://www.youtube.com/watch?v=Xz6_vqWe7Hg

This lesson goes over the designer tool that is withing CRYENGINE and how to model a bridge like that which was shown in the Chinese Garden timelapse.

CRYENGINE - The most powerful game development platform is now available to everyone. Full engine source code. All features. ...

โ–ถ Play video
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<@&249012011751440397> how did you guys go about building your levels? I have mesh tool but the lightmapping never seems to work out well and it's not as slick as other tools, BSPs I've been told arent great due to missing faces and rendering glitches with high face counts... I've noticed it doesnt play well with volumetric fog at least in the forward renderer. and it's UV tools suck. Did you just stick to using a modelling package and if so how did you keep pixel size consistant... I want a general rule of 32px / m

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and not gonna lie SVOGI is niiiiiiice

wraith beacon
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AE was modular mesh based.

indigo olive
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yeah I think I remmeber being told before, my concern with that is how to uv map nicely in a retro style and maintain texel density :/ Not being in the editor kinda sucks too.

Another question is how are you guys doing texture filtering, I've found that for good results I need to scale my 32x32 texture to 512x512 with nearest fileting in GIMP so that unreal engine filters it nicely, just using 32x32 with no filtering is shimmer city.

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that being said TAA in AMID EVIL will help flatten some of that shimmer that I get with MSAA

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But I want to avoid TAA if possible due to ghosting

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Sorry for all the questions but better to ask than to reinvent the wheel when people more experienced in this area have worked it all out

wraith beacon
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Doesn't MSAA in UE4 only work with the forward renderer?

indigo olive
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I'm using the forward renderer ๐Ÿ™‚

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but yes

wraith beacon
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Yeah I don't recommend that, like at all. You lose access to like, way too much with a gain of far too little in the case of UE4.

indigo olive
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MSAA can kinda work in deferred but the results are kinda shit, unreal just locks it off

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I know what I'm getting with it, I may switch back later on but I understand what I am doing

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MSAA and the performance increase is worth the tradeoff when it comes to screen space effects

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also I really thing clustered forward rendering is the future. The higher resolutions and more complex shaders are crippleing on deferred due to bandwith and other concerns.

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I see more devs going down the ID software route on DOOM and going with a clustered forward renderer but still using TAA. Will be really common next gen, mark my words ๐Ÿ˜‰

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It does suck that UE4 isnt at feature parity though, godot is doing some really cool stuff with SSR in forward rendering

wraith beacon
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Isn't clustered forward even more demanding on memory though?

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Like I agree it's the superior rendering method in most aspects but it's still got a fairly large memory commitment from what I've heard.

indigo olive
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Than deferred? Nope o.O

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I think it's still less than deferred and deferred doesnt scale nicely to 4k and beyond

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Since I'm going for a retro look with modern rendering, PBR, volumetrics etc I can get away with losing a lot of the screen space techniques that I wasnt planing on using, if I need a reflection then environment probes are probably enough for me, AO cna be baked and SSAO sucks anyway. If I want realtime reflections or GI then RTX works still

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not to mention I can have planar reflections as a quality option if I want a scene like that

wraith beacon
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Yeah but depth buffer.

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Having access to the various Gbuffers effectively for free is just so nice.

indigo olive
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The problem is that it isnt free

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but it is nice I agree

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you should still be able to sample against depth info though, I havent tested it yet but I think it still has a depth buffer for the clustered lighting

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it does do a prepass

wraith beacon
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I mean it's free in the sense that it's a required part of the pipeline.

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And most engines that have deferred pipelines let you access the Gbuffers with no extra cost because they're required to be there for the system to work.

indigo olive
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yeah it's a plus that it's there but the fact that it is all there is one of the reasons it's so slow at higher resolutions ๐Ÿ˜ฆ

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I mean the dream is for on next gen consoles to be able to hit 4k60 native or 1440p120hz

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but who knows

brisk timber
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@indigo olive all the meshes are modular in AE

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there's no BSP

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this is the sorta stuff we use

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simmo made the meshes in 3ds max

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we go by 1uu = 1 px for the textures/mats

indigo olive
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Really? o.O I assumed it was lower res ๐Ÿ˜ฎ

brisk timber
indigo olive
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Do you know how he kept that scale while uv mapping?

brisk timber
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I'm not sure on that - @strange aspen bing bong

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he'll answer when he's around

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that's an example texture btw

indigo olive
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Thanks!

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Appreciate it :3

brisk timber
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most in ae are 128x128

indigo olive
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Oh what compression do you use cause default destroys the pixel art

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Really wish there was a better way to do this :/

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It makes sense but I'm gonna have to write a script for this

keen bear
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looks like its just because you have mipmaps enabled

indigo olive
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nope, even close up

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MSAA doesnt AA texture samples

keen bear
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thats pretty clearly mipmapping

indigo olive
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512x512 allows for filtering without loss of crispyness

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I know, I've tested without mipmaps too

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it looks non antialiased

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the mipmapping issue is just an extra layer of suckyness

keen bear
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yeah, youll have to find a middle ground for the look you want probably

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im pretty sure AE has all mipmaps turned off, thats how it gets away with 128px

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but shimmers like a motherfucker

wraith beacon
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^

indigo olive
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yeah, trying to avoid the shimmering which this will do, I assum TAA helps with that

keen bear
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yeah TAA is a big winner in that regard

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you just need to ensure a super high framerate to avoid ghosting

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which.,,,,isnt ideal

indigo olive
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yeah :/ I think this is the way forward, still affeects bandwidth but vram usage will still be tiny due to how compressable it is

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it just allows the grapics card to sample it nicer

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this is the kinda shit I've wasted most of the time on with this project so far ๐Ÿ˜ข

keen bear
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well, nailing your visual style is an important aspect

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so any time taken is a good thing

indigo olive
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yeah had to be done, pixel art in UE isnt somethingI had ever worked with before so was an interesting experiment

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I do love how fucking CRISP the second image is... MSAA and nice filtering on the pixel art

keen bear
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looks pretty good yeah

indigo olive
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Thanks to @brisk timber for letting me know how to wrangle the friction system!

keen bear
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Looks fun

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good thing youre putting the time and effort in on the movement

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lot of people make the mistake of skipping that

hazy sorrel
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i cannot think of fps game with really jank movement

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stalker feels basic but isnt bad

neat hare
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deadly shadows but that's not a shooter and for some reason they decided to focus on third person even though thief is a FUCKING FIRST PERSON FRANCHISE

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system shock 1 is pretty jank but a lot of that is the controls and the rest is how it handles elevation stuff

hazy sorrel
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ss2 feels like you youre on a tall office chair

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but those two arent true fps game

indigo olive
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@keen bear no point designing maps and enemies until you know how the player will be able to move ^-^

neat hare
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ss2 isn't that jank

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except body of the many but body of the many is a fucking war crime

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...literally, now that i think about it

hazy sorrel
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explain me viewmodel moving when you travel with elevator or train

neat hare
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but is that jank

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or just strange

indigo olive
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jank

strange aspen
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@indigo olive leons right, i went by 1 pixel to UU, and i kept the scale accurate by treating the UV 0 to 1 space as 128x128 pixels, so if a mesh was 256 units wide for instance, the UVs would be twice as wide as the UV 0 to 1 space

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and for any texture that was bigger than 128x128 i'd scale it up in the material so each pixel was still exactly 1uu

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and for stuff like enemies and non-simple or organic meshes, sometimes i'd literally just have a reference mesh behind it with a grid texture and eyeball scale the UVs and get it as close as i could to the reference mesh in orthographic view lmao

indigo olive
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So you maintained the scale manually? :O

hazy sorrel
indigo olive
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Wait, what is this supposed to be like? o.O Liiks cool though! Descent in the Doom engine ๐Ÿ˜ฎ

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I was originally tempted to do all this in the Quake Engine to enable modding

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but the source code for the source ports are a mess and documentation for all the features is so thin

indigo olive
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@hazy sorrel cmon none of these games are exactly original ideas

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It's all about how well made it is and the content :3

hazy sorrel
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it was already posted in this server

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thats it

indigo olive
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Oooooh, derp

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sorry I thought you meant the game was recycled

hazy sorrel
misty sparrow
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oh wow

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this has come a long way

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the first video i saw of it looked baaaaaaaaaaaad

still hamlet
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you look baaaaaaad

slender knoll
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wow nice NO U

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you'll fit right in

shadow mist
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that Hell Hunt game looks

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cool

unique trellis
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May be wrong, but I think it reminds me a bit of Ultrakill in some way.

shadow mist
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eh not really

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maybe color palette wise

hazy sorrel
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its really similar to system shock 2

analog pollen
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it has the color palette and the dashing but outside of that they dont seem very similar to me

still hamlet
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the shotty looks just like the quake 1.5 shotty

deep pulsar
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there sure are a lot of retro fps coming out

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but do they use retro engines

analog pollen
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nope, most use unreal or unity

marble crypt
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They'll all be using Gamebryo

analog pollen
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they're all gonna be ported to the HROT engine

indigo olive
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No point limiting yourself to an old engine unless there is something you want out of it like a specific community of mappers or user mods

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it's the main thing that has me side eyeing FTEQW as an engine but Unreal is just too comfy as a tool and QuakeC is horrific

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although FTEQCC does help with that

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Do people really care what was used to make a game if it's a good game?

tranquil oracle
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I love QuakeC :(

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It's just poorly documented

misty sparrow
#

just like the dusk sdk

#

v.saddu

tranquil oracle
#

Unfortunately true

#

But we get an excuse because it's not done yet

analog pollen
#

can you save in quakec tho

misty sparrow
#

itll never be done

tranquil oracle
misty sparrow
#

v.saddu

analog pollen
misty sparrow
#

hakita

#

remember

#

if dave starts saying things like "ultrakill sdk"

#

you say

#

"fuck no"

tranquil oracle
#

too bad avain man will never be done

analog pollen
#

i can barely make a game i would never understand an sdk

misty sparrow
#

good thing avain man is on a grand total of 3-4 computers

analog pollen
#

zombie keeps trying to explain to me how 1 + 1 works and i'm just out here like no thoughts head empty

tranquil oracle
analog pollen
#

1 + 1 = 11

tranquil oracle
#

ok javascript

indigo olive
#

i guess I just find it odd people shit on games for using modern engines when Wrath and Ion Fury are both built in a modified version of an already hightly updated and modified source port xD

misty sparrow
tranquil oracle
#

No you're absolutely right about that

#

It's difficult to say that they're "USING THE ORIGINAL TECH" because both of those games are on like

#

The most-far-removed-from-the-original source ports in existence

shadow mist
#

be a chad and make your game on the wolf3D engine

tranquil oracle
#

be even more based and give ECWolf the attention it deserves

misty sparrow
#

itll be crazy when they make darkplaces run on switch for wrath :)

analog pollen
#

make a game on the catacomb 3D engine

tranquil oracle
misty sparrow
#

what do you think zombies keyboard smells like ๐Ÿ˜ณ

tranquil oracle
#

pain and suffering

analog pollen
#

feet

tranquil oracle
#

every keystroke withers away my soul

indigo olive
#

@analog pollen yeah the quake engine basically gives you free saving and loading

analog pollen
#

was a meme

indigo olive
#

it's a bonus part of the architecture

#

oooh

#

derp

#

forgot about last nights discussion xD

tranquil oracle
#

saving is the new SDK when meme and I don't know which one inspires pain more

indigo olive
#

Oh there is more that's going on? I just remember talking to Leon about save systems and stuff

#

Hakita was there ๐Ÿ˜‚

#

No he wasnt derp

#

Hatsu was

#

Still learning everyone's names

wraith beacon
#

Heh.

indigo olive
#

I hear if you say his name 3 times in a mirror he appears

tranquil oracle
#

Hakitsu

wraith beacon
#

To be fair, Finland and New Zealand aren't real so I completely get the confusion.

indigo olive
#

entirely true

deep pulsar
#

lol

indigo olive
shadow mist
#

how large is unreal, download size wise?

wraith beacon
#

40 gigs ish.

shadow mist
#

FUCK

indigo olive
#

It's not that bad

#

It's pretty small if you dont build from source or download the editor symbols

indigo olive
#

nono... you're right... wtf

analog pollen
#

finally, trepang 3

keen bear
#

i was just saying that in my head

candid dawn
#

Hah, yeah, FEAR inspired UE4 games

indigo olive
#

I love that ragdoll at the end, so theatrical

candid dawn
#

Thanks! Yeah sometimes they behave like that. Other times they rocket straight up and clip into the ceiling

#

๐ŸŒˆ physics ๐ŸŒˆ

indigo olive
#

Have you tried turning on CCD?

candid dawn
#

I use it for some objects, like thrown weapons

#

Maybe I fear it would be expensive on ragdolls?

#

The main issue is their initial velocity is sometimes crazy, I haven't had a chance to really dig into it yet

full notch
#

goddamn that's looking fresh

candid dawn
#

Thanks!

indigo olive
#

Does anyone here know any good riggers/animators that are looking for some contract work in the near future? Specifically viewmodel animation atm

unique trellis
#

@wraith beacon maybe

indigo olive
#

Already asked, apparently he's really busy :3

#

His stuff is cool though!

candid dawn
#

you've probably seen their stuff on the marketplace, they make a lot of first person anims

indigo olive
#

I'll check it out! :D

wraith beacon
indigo olive
#

Out of curiosity, do you guys prefer games where you carry your weapons into the next level or do you prefer where each level is entirely self contained? I feel like the latter allows for much more interesting level and encounter design thought the game as well as allowing modders to know what the player will have ahead of time.

shadow mist
#

depends on the game

unique trellis
#

Depends on the overall style of game and how the gameplay loop works

shadow mist
#

old shooters did it well with removing your weapons at the start of each episode

unique trellis
#

Games with a more sense or progression of each of levels is in a sorta world or episode tend to work better with keeping them, while ones where every level is more like a self-contained section work better with not keeping them

shadow mist
#

its like pistol starting in doom or intruder mode in dusk

indigo olive
#

Yeah, episodes makes sense for clearing Inv but I'm tempted to go for fewer larger levels with a pistol start and episodes are just settings

hazy sorrel
mystic orbit
#

Also that impact game gives me hotline miami vibes with that weapon pickup from enemies thing

candid dawn
#

yeah @mystic orbit hotline miami is a huge influence, the gameplay loop uses the Hotline Miami quick level reset on death too

indigo olive
indigo olive
#

https://www.youtube.com/watch?v=qC5KtatMcUw oh lawd... I really hope this isnt another huge jump like ue3 -> ue4

Unreal Engine 5 empowers artists to achieve unprecedented levels of detail and interactivity, and brings these capabilities within practical reach of teams of all sizes through highly productive tools and content libraries.

Join Technical Director of Graphics Brian Karis and...

โ–ถ Play video
unique trellis
#

why not

hazy sorrel
#

fortnite 2 engine

indigo olive
#

HOLY SHIT

#

that's a huge deal for indie devs!

#

@unique trellis no one wants to throw away most of their project's code and learn a new engine every 5-6 years.

tranquil oracle
#

It's definitely only called UE5 for marketing reasons

indigo olive
#

I expect a good an unt of braking changes...

#

I just hope they publish guidelines to stick to in the run up to migration

unique trellis
#

fellas I'm gonna be real with you

#

Source is the best engine

#

It is pretty good

analog pollen
#

it's pretty good-ood-ood-ood-ood hl2.exe has stopped working

near mortar
#

Inaccurate

#

ood didn't repeat about 500 times

unique trellis
#

okey I agree that it's kinda silly that source will crash if you fuck around in the loading screen

unique trellis
#

we all know the most epic game engine is Roblox Studioโ„ข๏ธ

robust ridge
#

No one gives cube engine enough love.

unique trellis
#

hmmm im actually interested

robust ridge
#

I would like to see that engine being used on a new singleplayer unreal or jazz jackrabbit, such a shame those ips being so unused.

indigo olive
#

I looked at the cube engine but it seems like a pain to work with D:

#

There are a few people working on spiritual successors thiugh

unique trellis
crystal kraken
#

that UE5 demo is crazy, fucking insanity level polygon density

unique trellis
indigo olive
#

Okay real talk but all these retro developers need to make something using the openmw engine once this fps craze is over ๐Ÿ˜‰ That actually might be an idea ๐Ÿ˜ฎ

indigo olive
#

That's lke dream project material if I just had a giant wad of cash, a computer and all the time in the world to just make an entire world from scratch

candid dawn
#

It was wayyyy to big in scope as first projects often are, so it has been shelved

tranquil oracle
#

thanks for the reminder to check on the status of openmw lmao

candid dawn
#

The multiplayer branch is very playable

indigo olive
#

yep it's really stable and well put together I need to try tes3mp but when those get merged it's gonna be the ultimate retro rpg engine

#

I just wish I had the time

#

what was the main time sink for you @candid dawn

candid dawn
#

Lol everything

unique trellis
untold niche
#

Running away from the fart police like

indigo olive
#

Holy shit you're the Impact guy... yeah holy shit we do think the same... what the fuck

#

how did you find working in openmw? is it archaic and crusty or makes a reasonable amount of sense compared to older engines like darkplaces

candid dawn
#

I was a newbie at C++ at the time but was able to figure it out - it was pretty fun to work with honetly. At the time the world editor wasn't really functional so I had to use the old Morrowind editor - that may have changed.

#

I do think OpenMW has a lot of potential to be the go-to engine for indie devs who want to realize an open world

#

I dunno about Unity, but UE4 requires a lot of work to get a basic open world system up and running. Building object permeance, inventory, NPC logic, etc. etc.

#

If OpenMW could streamline that and bring open world dev to the masses some exciting stuff could happen

#

but it is not there yet!

indigo olive
#

Yeah my main issue is serialising streaming levels dynamically and having systems respond when you load a chunk back up. plus it seems morrowind is just one big database wich is really cool although doable in modern engines

#

it's an interesting proposition for RPGs and like the quake engine the modding support and community is there

#

my main concern is performance with mre densely populated and systems driven games but I feel like I could really optimise things when it comes to the scripting language

#

have a "nextthink" equivelent variable

#

just something about having, steaming, savegames, time of day, and that kinda thing with limitations makes it appealing

candid dawn
#

^^^^

#

yeah exactly

#

Beth games are big spreadsheets behind the scenes, its a cool and powerful setup which opens things up for modders

#

but its a sizable undertaking for a small dev team to get running and debugged

#

I tried it in UE4, and while possible its something I'm going to hold off on until I can focus on it 40+ hours a week

indigo olive
#

for sure! I think if I was going RPG route i'd have a hard time deciding

#

obv there is a fair amount to C++ work to be done for that kinda thing

#

but like

#

it's just so set up for that kinda thing

#

and if you think about what UE4 gives you towards that kinda game with our art budget

#

it's really only things like volumetrics, console porting, things like that

#

the rest could be done with a shader

#

I wonder how hard clustered ligthing would be to implement in openmw ๐Ÿ˜‚

candid dawn
#

haha

#

I'm not even sure openmw has instanced meshes yet

#

so good luck w/ foliage and forests :/

indigo olive
#

I was literally thinking about that xD

#

that cant be that hard to add though

#

wasnt that one of the things OSG was supposed to help with?

candid dawn
#

yeah theres been convos on the openmw forums about it

#

the support is there I think, its about implementing it

#

but my openmw knowledge is outdated now, I havent been following super closely

#

but in the end anything is possible as its open source, the question is how much time you want to sink when you also need to build the world + quests + game logic +++++++++

indigo olive
#

why are they having such a hard time with shadows too xD

#

like bruh

candid dawn
#

haha

#

have they not figured that out yet?

indigo olive
#

maybe? I flipped a config switch when starting my playthrough and it didnt have them but I assume I did it wrong

#

or the settings template I was using was for a newer version than the last release

#

since it's been a while

#

apparently

#

why is culling taking so long

#

and drawing

#

wtf

#

it's like 100% cpu usage for me outside and I always wondered why...

#

they have really shit culling it seems

candid dawn
#

wow 100 percent cpu

#

I dont seem to recall that, but its been a while

indigo olive
#

well to be fair I have a 3 chunk radius loaded

candid dawn
#

but anyways, I definitely plan on tacking a beth inspired RPG one day, and I'll prob do UE4

#

oh yeah

indigo olive
#

and unlocked framerate

candid dawn
#

boosting radius

#

yeah boosting radius will do that

indigo olive
#

it was just pinning that core

candid dawn
#

been there

indigo olive
#

but like

#

pinning it at 60

candid dawn
#

BUT THE BEAUTIFUL VIEW DISTANCE

indigo olive
#

like 60fps... on an i7-9570

candid dawn
#

yeahhhhh

indigo olive
#

they are doing something wrong xD

candid dawn
#

sounds about right

#

yeah im sure a lot is going on

#

scripts, collisions, npc

indigo olive
#

looking at tha tprofiler shot though

#

that's not the issue

#

they really need a rendering thread

candid dawn
#

ahh interesting

indigo olive
#

cull and draw were like 75% of the frame

#

Cull: Culling refers to discarding off-screen objects then passing the actually visible ones on to the render queue. OpenMW additionally uses this phase for any tasks that need doing for each visible object, e.g. updating its animations and lights

oh F

#

so it's not the scripting

#

but they are doign work?

candid dawn
#

10 months old, I hope something came of that ๐Ÿ˜ฆ

indigo olive
#

it seems liek they do merge objects that share the same rendering state

#

which is kinda like batching right xD

#

Yeah this would be insane to try and implement in ue4


you'd have to have a queue of pending commands or something to be executed when loaded```
#

you'd really be fighting the engine

#

I need to stop window shopping and get back to work xD

tranquil oracle
#

tfw you find an annoying bug in Unity but putting together a bug report with a sample is more effort than you're willing to put in at the moment

candid dawn
#

@indigo olive I feel like that wouldnt be too hard to fight around. You'd need to have some abstract representation of every actor, so even when the actor is unloaded you can alter its properties + location. Then when you enter an area w/ the actor, the actor spawns based on that abstract data.

#

but yeah nothing in engine supports it

#

youd need a C++ backend for sure

indigo olive
#

yeah I'm talking specifically about integration with streaming

candid dawn
#

I prototypes something a while back

#

I think I used a sparse tree?

indigo olive
#

it's doable but you'd need some seperate way of addressing entities

candid dawn
#

yeah

#

its a thing

indigo olive
#

definitely, it's just a pain in the ass

#

there is nothing you CANT do

candid dawn
#

haha true

#

but I think achievable with time

#

like it doesnt require anything revolutionry or new

#

just some coding skill and time

indigo olive
#

it's one of those things where you weigh up the pros and cons

#

in the case of a retro fps thequake engine offered brush based levels and modding... not enough convenience xD

#

openMW would let you focus on actually making an RPG

#

although unreal is comfy, idk, hard choice

candid dawn
#

ue4 is so comfy

indigo olive
#

the modding tools is a massive thing for me though

candid dawn
#

lol just make your own modding tools

#

ezpz

indigo olive
#

I wish unreal kept the old model where you can bundle an editor withthe game

candid dawn
#

yeah back in the day

#

ark has an editor somehow, I think you need epics permission

tranquil oracle
#

Making a moddable UE4 game is a shitfest

candid dawn
#

ive heard ๐Ÿ˜ฆ

#

but I hope openmw gets to the point where its a no brainer choice for a small open world dev team

#

right now its a big pro and con fest

indigo olive
#

I have a good idea of how to do it but I havent yet decided if I can be botehred

#

you dont need permission... only to distribute a binary though the store

#

you can stick to vanilla engine or make your fork available on github

#

as long as it is only visible ot the epic games organisation

#

not sure what the legalities of using the "releases" feature on github would be for a mod kit

tranquil oracle
#

afaik you're not allowed to distribute anything containing code from the UE4 editor

indigo olive
#

really is the same engine

tranquil oracle
#

unless you strike a deal like what ARK did and get it on the epic store

indigo olive
#

nah there is an exception for github

tranquil oracle
#

but uh, screw forcing people to use the epic store for mods

indigo olive
#

as long as it is restriced access liek the ue4 repo

#

so all users have to accept eula

tranquil oracle
#

also screw making people sign up for ue4 source access to make mods

#

I'm super unhappy with the whole situation regarding UE4 and modding really

indigo olive
#

so you can do it... just makes it awkward for people cause they need an epic account

tranquil oracle
#

makes me sad

indigo olive
#

yeah it's the main thing that kills it for me

#

but I'll shake my fists till they fix it

tranquil oracle
#

I swear I remember some facepunch folks were working on a moddable fork of ue4

#

dunno how far that got along

#

and it is, yes

#

lol

indigo olive
#

I was calling myself thaat jeeze

#

oooh

#

F

#

ban incoming

tranquil oracle
#

self deprecation ban

indigo olive
#

christian discord server

tranquil oracle
#

I do hope that releasing the Dusk SDK code leads to a wave of moddable Unity games at least

#

When that eventually happens

indigo olive
#

my concern is that it's based off of trenchbroom right?

tranquil oracle
#

Nah

#

TrenchBroom is an external tool that you can choose to make maps with

indigo olive
#

yeah my concern is that if the mapping is based on that it's messy cause entitydefs + oop dont really mix

tranquil oracle
#

The SDK merely has support for loading the BSP files you compile the MAP files into

indigo olive
#

it's more of an architecture thing, you could write a game that uses them fine though yeah

tranquil oracle
#

The map loading stuff is only one portion of the SDK anyways, the bigger parts are like

#

loading models, sounds, videos, etc

indigo olive
#

Quodot is a pretty good base for things like that too

#

*Qodot

tranquil oracle
#

As for the entity def stuff, I've got a few ideas for how to make that nicer

#

But only time'll tell if it works out

indigo olive
#

I'm interested in how you are approaching that issue

#

but I guess you dont wanna talk about it much?

tranquil oracle
#

Essentially we turn entities into components

indigo olive
#

blasphemy

tranquil oracle
#

You spawn a "base" entity, and have some point entities that target it and are translated into components

#

As for Quake/HL/etc entities that we have support for, they're basically treated like prefabs right now

indigo olive
#

I mean the temptation is to just have a lua interperator and script editor in game

tranquil oracle
#

The earliest versions indeed used Lua for scripting

indigo olive
#

make the game with lua as a replacement for quakec and just have unity as a backend xD

#

my problem is making a game the unity way + modding

#

but yeah that's solved by making unity just a backend

#

but at that point

#

I'd use godot

tranquil oracle
#

Yeah, while Unity has enough APIs to do it unlike Unreal, it still has plenty of friction

#

You have to kind of fight against the engine a lot

indigo olive
#

yeah... unreal's asset creation at runtime problem is a.... problem xD

tranquil oracle
#

or lack of

#

lmao

indigo olive
#

yeah xD

tranquil oracle
#

you can make like

#

a static mesh

#

and that's it

indigo olive
#

the problem is that I strongly dislike unity's workflow

#

I dont wanna write my own engine I wanna ship something

tranquil oracle
#

if I liked Unity's workflow the SDK wouldn't be the way it is picardy

indigo olive
#

and Godot's workflow I dont liek either

#

Unreal is just comfy

tranquil oracle
#

I often find myself disliking many editor-centric workflows

indigo olive
#

but tbh... I like the entitydefs + non oop scripting language

tranquil oracle
#

but that's probably because I come from a doom modding background

indigo olive
#

my problem with trenchboom is lighting and effects

#

I'd really wanna make my own bsp editor in-engine

#

all realtime

tranquil oracle
#

There's been a temptation to do that for the SDK at some point after 1.0

indigo olive
#

at tha tpoint the worklaod is huge

tranquil oracle
#

But it's not something even remotely planned until the rest is done

indigo olive
#

it sounds like the SDK isnt really a Dusk SDK but an entire reengineering of the game xD

tranquil oracle
#

It is, yeah

indigo olive
#

F D:

#

is it intended to replace the core game?

tranquil oracle
#

We call it an SDK because it gets the general point across more easily

indigo olive
#

or just be a side thing people can mod with

tranquil oracle
#

That's the plan

#

It'll consume Dusk & Duskworld

indigo olive
#

neato

rare surge
#

does anyone here know skyboxes for UE4

#

ive been trying to import this one and according to the docs on cubemaps all of these settings are correct

#

but when i import the .dds file i just get this error

#

Error: DDS file contains data in an unsupported format.
Error: Texture import failed

#

can anyone see what ive done wrong or point me to another program that generates dds cubemaps that works for unreal

indigo olive
#

Unfortunately not, not really my area of the engine

candid dawn
#

I think the ue4 slacker graphics channel could help

indigo olive
#

Have you tried the Unreal Slackers discord?

candid dawn
#

but maybe youve already tried

indigo olive
#

^^

rare surge
#

na i havent tried that

indigo olive
#

this is spooky

rare surge
#

could you dm the link please

candid dawn
#

lol

rare surge
#

ive never heard of that server before

candid dawn
#

its the best

indigo olive
#

I cant link other servers in here apprently

candid dawn
#
indigo olive
#

mods pls no nuke me for this http s://di scord. gg/ unreal-slackers

#

not self promoting

rare surge
#

thanks

candid dawn
#

ask in graphics not general

rare surge
#

aite

indigo olive
#

but yeah... I was perfectly happy with Unreal for my game and now you have me looking at making a layer ontop fo godot... I hate ya'll

swift glade
unique trellis
#

The artstyle on this is crazy good. Doom mod?

swift glade
#

Yeah!

deep pulsar
#

bless doom modding

hybrid egret
#

Just an idea for how Duskdude might function/play in something like Quake Champions. Bear in mind, I haven't played QC in a while, and would merely like some feedback on spitballs.

#

Duskdude would be a medium-size champ, but slightly lighter, with higher speed, and lower max health/armor.

#

Ideas for his passive abilities would be:

unique trellis
#

isn't dusk dude in that doom mod

hybrid egret
#

Dodge flip: he takes 20% less damage from enemy ranged fire, when actively/willingly airborne. (I.e.: whenever he's NOT thrown into the air by enemy knockback.)

#

Seems he already is, but just feel this would be a fun little idea to toss out there, for the sake of feedback. I'm a game design student, and would like to just share these.

#

Slide Dash: Whenever he lands on the ground, after jumping from a particular height (roughly twice his average jump height, or more), he gains a minor speed boost, that lasts for 0.5 seconds, and returns to normal running speed over 1.5 seconds

#

Active Ability ideas:

#

Magic Bolt: Duskdude shoots a magic crossbow bolt, that's a small, fast-moving projectile, which passes through enemies and walls. Medium-Low damage, but damage increases the farther away the target is (somewhat akin to the crusader's crossbow from TF2).

#

Serum of Blistering Heat: Duskdude injects himself with the serum, that mimics the effects of the DUSK version, within a certain radial aura around the champion, for the duration it lasts. Duskdude's movement speed is slightly reduced (by roughly 12%), but hostile things within it are slowed further. Projectiles are slowed, down to 1/4 their speed, and enemies are slowed down to 1/3 their speed.

#

(I'm unsure whether or not it would be better to have it work with, or without Duskdude's movement. To make it actual Superhot style, or just bullet time)

#

Rune of Rapid Fire: For a temporary period of time, Duskdude enters a form of rage that affects his weapons. Projectiles travel faster; while hitscan weapons hit twice (but are reduced in damage by 25% and have 15% less accuracy)

#

(Admittedly, this one's difficult to separate from BJ's ult.)

#

So, what do you guys think?

indigo olive
keen bear
#

we use RCSG for gloomwood

#

and maximum action now

#

its quite good

#

however, it will be replaced by chisel

#

same author

#

chisel has some REALLY good features

#

๐Ÿ˜ฉ

indigo olive
#

Chisel looks awesome but from what I understant it's not really ready even though ti's available?

indigo olive
#

I cant remember who's suggestion it was but while playing around in unity I made a shader that does the nice filtering of tiny pixel art textures instead of scaling them! ๐Ÿ˜„ Could probably backport to unreal too tbh.

indigo olive
#

With... I dont thinks it's as good as the upsampling technique but it's really nice!

#

The lighting difference is just other parameters of the PBR that doesnt match

indigo olive
#

so you dont get as nice texture filtering up close however you do get decent mip mapping and AF

indigo olive
#

<@&249011167937298432> <@&451873325136740353> <@&440264780557844490> what networking solution are you using for the game? o.O

keen bear
#

custom unet stuff

#

which, is no longer even available in unity afaik

indigo olive
#

yep...

#

sigh why is ther eno game engine that can just do everything reasonably well

keen bear
#

lol yeah its uh

indigo olive
#

the brush based level design is a killer thing for unity... the networking is for unreal...

keen bear
#

its a whole thing

#

and yeah chisel isnt really ready at all

#

so RCSG is the best bet right now

#

unity HAS some networking stuff

#

but its current for is extremely complicated

#

and kind of a mess

#

very WIP

#

this shit

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its a good networking implementation, but its very not ready to be used by humans

indigo olive
#

yeha I noped out of that one xD

keen bear
#

the right move

indigo olive
#

just gimme rpcs, reped vars and a dedicated server and I'm happy ๐Ÿ˜ข

#

there are 3rd parties but they are messy af

keen bear
#

theres a few decent ones

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Mirror is pretty alright

indigo olive
#

quite happe with that, and it's a 32x32 per tile texture, none of that scaling shit xD

#

I'll check it out!

keen bear
#

its basically just modified unet

indigo olive
#

ohhh neat!

hard valley
unique trellis
#

time to see if the skybox works

#

it works

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almost corrupted my game like

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twice but it works

toxic hemlock
#

hmmm yes

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port turok 2 to doom 2 i must

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last threads of sanity i have lost

prisma basalt
#

i demand cerebral bore

toxic hemlock
#

that is absolutely on the list

prisma basalt
wraith beacon
#

I like Turok 2's gameplay but it's level design smells.

prisma basalt
#

razer wind would be sick too

toxic hemlock
#

i have a pretty good idea of how to do that one as well

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and lets not forget

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the n u k e

unique trellis
#

I AM TUROK

toxic hemlock
#

i will eventually get around to having widescreen sprites as well, these 4:3 ones are just grandfathered in since technically this is an officially sanctioned zscript port of an existing mod

unique trellis
#

why is everything on like discord

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video wise

#

so loud

wraith beacon
#

Because you haven't turned the volume down probably.

unique trellis
#

i'll do that

outer eagle
#

Looks awesome

candid dawn
#

thanks ๐Ÿ‘

unique trellis
#

Flipping action engaged

near mortar
#

It looks good but those light bricks still put me off

candid dawn
#

haha on the guns?

#

they are optional in the game settings

near mortar
#

In that case, problem solved

candid dawn
#

๐Ÿ‘

near mortar
scenic mica
analog pollen
#

looks cool

scenic mica
#

Thanks!

indigo olive
analog pollen
#

yeah it looks great but it plays rough

#

helped the dev fix a bug earlier today but it's gonna take a while for him to polish the gameplay

indigo olive
#

Releasing a demo before it's ready is not a good idea... like sharing build with a small community of people sure but like... "Here is my demo." isnt a good look if you're right

#

One shot at a first impression ya know

analog pollen
#

yup, from what i talked with him he assumed that a public demo would be a good way of polishing the game so he hadn't done private testing beforehand

indigo olive
#

what was causing the kerky mouse issue? how do you fuck that up? xD

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I'll probably be fairly open with development sharing builds in random discords and friends but I sure as hell wouldn make it look like entering early access

analog pollen
#

the mouse input was in FixedUpdate which he had setup to 60 frames per second, meaning anyone playing at a higher framerate than that would have the mouse movement not update every frame

indigo olive
#

which this kinda does

#

oh

#

oh no

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I mean it's his first game so still impressive

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but that's not a good sign

analog pollen
#

he definitely seems like more of an artist than a game designer, but he seems to take feedback well so hopefully he'll improve

indigo olive
analog pollen
#

or audio options

indigo olive
#

alt+enter doesnt work

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it resets to fullscreen and breaks alt tab

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yeah I might hit him up for texture work actually it looks really good but... the melee anims and the delay...

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with some time this could be great though... he needs to play more dusk though ๐Ÿ˜‰

analog pollen
#

i would recommend sending your thoughts about the game to him through twitter DMs or the itch.io page, he can't improve without knowing what he's done wrong after all

indigo olive
#

I might, I just dont like the idea of hopping in someone's dms to shit on their work

#

but I mean this is a nice exception because of the promis behind it

analog pollen
#

you can mention things you do like about it first

near mortar
#

Oh yeah this is real rough

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Also apparently you have pistols from the start but the game doesn't tell you and your first equipped weapon is the dual swords that can be used as a javelin

#

so I went through a good stretch of this demo wondering when the pistols were gonna show up then accidentally pressed 2

#

The movement is really weird and diagonal movement gives you an absurd nigh uncontrollable speed boost

indigo olive
#
float yvel = vel.y;
vel.y = 0;
vel = Vector3.ClampMagnitude(vel, movmeentSpeed);
vel.y = yvel;
``` fixed
#

well I mean it still has non linear acceleration, there are ways to fix it properly but it's enough for government work

near mortar
#

The hit detection is super off, it's hard to actually hit anything with the swords as a result. I think the hitboxes might be smaller than the actual model which is no bueno

indigo olive
#

do it to teh input not the velocity is the proper way

#

question: locational damage or old school BOXES for weapon detection?

#

as in what do you prefer

analog pollen
#

depends on the game

near mortar
#

I mean personally I like hitboxes for games that are trying to be more like oldschool FPS

analog pollen
#

or you can do it like ULTRAKILL does and have locational hitboxes but make em extra big so they're lenient like oldschool hitboxes

indigo olive
#

I was planning on doing chonky limb damage boxes

#

hitscan weapons will have point accuracy obv but rockets and stuff would have quake style chonky colliders

analog pollen
near mortar
#

If you're too specific with how accurate the player has to be in an oldschool FPS it tends to just feel like the weapons aren't as accurate as they should be as opposed to "oh my aim sucks"

indigo olive
#

That is definitely the way to do it

near mortar
#

Because enemies will likely move on you quite rapidly

indigo olive
#

also, I forgot you can animate inside of unity

analog pollen
#

dont do it tho

indigo olive
#

why?

analog pollen
#

iirc david did that for dusk and it was a nightmare to fix

indigo olive
#

I cant animate for shit cause the animation workflow in blender sucks ass

analog pollen
#

works fine for me

near mortar
#

Personally I think the spear throw is a lot less useful than it should be as well

#

The long cooldown time with no way to pick the spear back up manually to regain the swords is mildly annoying to begin with and then you're rendered without any kind of melee for the duration

indigo olive
#

I'd be happy to pay for you to take me though it sometime? :3 I know how to model in blender fine and will probably only take a couple of hours, I'd ask the guys at work but they are all Maya peeps

analog pollen
#

sure, i can probably teach you the basics at some point

indigo olive
#

Awesome thanks! will probably be a few weeks before I can get around to it as work is pretty crunchy atm and I'm planning on porting the game to unity for dat sweet realtime CSG

analog pollen
#

sure, don't have any plans yet

indigo olive
#

What method are you using for level creation btw?

#

this is all stuff that's outside my sphere of comfort and knowledge so have been learning ๐Ÿ˜›

#

although unity is really making me question it right now as I cant get emission to work with hdrp at all unless I check use emission intensity and bump that to like 1000... which doesnt sound bad till you realise they dont expose emission intensity to Shader Graph

analog pollen
#

probuilder, would switch to CSG but i've got a weird workflow because of the whole PSX thing so surfaces have to be divided into grids

indigo olive
#

Unreal just works ๐Ÿ˜ฆ Unity has the plugin support.

#

ahhh yeah makes sense

#

I remember doing a destruction thing that used tesselation to make things like explosions put dents in the level... for that demo it was such a pain making sure there was enough geo for the effect ๐Ÿ˜ข

shadow mist
#

@indigo olive what kind of music do you intend on putting in your game

indigo olive
#

I'd love to have Koven and Virtual Self on it but I doubt that would happen

shadow mist
#

idk who that is

indigo olive
#

obviously neither of those songs could be dropped into a game

#

but I love their work and it fits the universe https://www.youtube.com/watch?v=hfPnq3i4Udw

VIRTUAL SELF - ANGEL VOICES (Official Audio)

subscribe for more music & videos: http://porter.fm/youtube

ARTIST: VIRTUAL SELF / VIRTUAL SELF MEMBER "TECHNIC ANGEL"
TRACK: ANGEL VOICES

Technic Angel's remix of Ghost Voices.

๐ผ'๐‘š ๐‘—๐‘ข๐‘ ๐‘ก ๐‘ก๐‘Ÿ๐‘ฆ๐‘–๐‘›๐‘” ๐‘ก๐‘œ ๐˜ฉ๐‘’๐‘™๐‘ ๐‘ฆ๐‘œ๐‘ข ๐‘ข๐‘›๐‘‘๐‘’๐‘Ÿ๐‘ ๐‘ก๐‘Ž๐‘›๐‘‘ ๐‘š๐‘’ ๐‘๐‘’๐‘ก๐‘ก๐‘’๐‘Ÿ....

โ–ถ Play video
#

@analog pollen sent off like a wall of text and he seemed quite happy with the feedback actually

#

which is a nice change from a lot of people ^-^

analog pollen
#

i know right

tranquil oracle
#

to elaborate on the animation thing

#

animating models inside Unity is a nightmare if you ever intend to use those models anywhere else, because you can't get those animations out of Unity unless you write your own exporter

indigo olive
#

oh yeah for sure! what was the use case of extracting tthem though?

#

I'v ealways used proper anims in stuff but being able to animate myself natively in the editor and not have to worry about the import process is a huge plus

#

but it may be short sighted if you know of reasons you'd wanna export things?

analog pollen
#

what if you decide to switch engines again

indigo olive
#

I'll cry

#

I'm trying to really test everything before commiting tbh

#

the fact I'm having trouble with fucking emission of all things isnt bodeing well

tranquil oracle
#

switching engines, handing them off to other animators for cutscenes, modding support, etc

indigo olive
#

so dumb

#

animators shamimators

tranquil oracle
#

animating in-editor is best left to things like the movement of a camera for an ingame cutscene

#

imo

indigo olive
#

yeah, it makes sense for sure

tranquil oracle
#

but if you're just making a small game that you don't intend to expand I don't think it'd matter much

indigo olive
#

I'll have a session with @analog pollen at some point and see how it goes, it's one of those "do it right or just make a fucking game" questions

tranquil oracle
#

yeah

indigo olive
#

I dont rememebr who mentioned analysis paralisys but I'm definitely in that stage

analog pollen
#

using blender with unity is real easy and painless unless you fall into the trap of directly using .blend files instead of exporting to .fbx

#

me and zombie had a ride with that one

tranquil oracle
#

a ride I've suffered through twice now

#

lmao

analog pollen
#

everything's a trilogy these days

indigo olive
#

how the hell do you animatetwo objects together? o.O

tranquil oracle
#

why would you curse me so

indigo olive
#

like two characters shaking hands

#

I've done the blender thing for the weapon in my game

#

but like... the workflow for animating it in the hands instad I cant find info on

#

well I'm sure id find it if I sat down for a few hours and watched a proper course

#

but ADD... xD

tranquil oracle
#

I'm not an animator so I wouldn't know many of the details but I'd imagine you make a scene in blender with both models and animate them, and you can then save the individual animations into each blend

analog pollen
#

i did that for the shotgun at some point, i dont remember specifically anymore but it's like a child modifier or something that you can set to change from 0 to 1 with keyframes to make it act as the child of another bone

#

no wait i think i misunderstood

indigo olive
#

I mean I think I worked out at the time how to add a child

#

but like

#

how do I animate two object sin one scene

#

so I have 3 blend files, pistol, arms and pistol_fire

#

and pistol fire has two anims in it one for the arms and one for the pistol

#

and then exporting the fbxs seperately

analog pollen
#

i'm confused

#

why

#

why not just have one blend file with the pistol, arms and animations in it

indigo olive
#

version control

#

and it gets messy

#

and it's still two animations to export that I dont understand how

#

unless you're saying have all the models in that blend file

#

in which case

#

ew

analog pollen
#

๐Ÿค”

tranquil oracle
#

I swear there was a way to link blend files together to do this

#

maybe I'm crazy

analog pollen
#

there probably is

indigo olive
#

you wouldn model a horse and a player in the same file just because they interact would you? o.O

#

you'd just end up with the whole game in blender

analog pollen
#

no but i would make unique viewmodels for every weapon

tranquil oracle
#

Blender Game Engine picardy

indigo olive
#

oh....

analog pollen
indigo olive
#

yeah that's not really how it's usually done but I mean it looks good in ultrakill

#

our animators list link everything into maya and animate them as a scene and select an object before exporting and it only exports that object's animations

#

but when I linked in blender I couldnt edit the object's armature

#

and I was stumped and just gave up

analog pollen
#

never done it that way so i dont know, guess i cant help you after all

indigo olive
#

I'm sure you'll have some useful stuff!

#

just doing it that way would set off my OCD

#

like what if I needed to change the hands?

analog pollen
#

yeah that'd be messy

indigo olive
keen bear
#

I still havent fucked with the node graph for shaders

#

i usually just write them by hand

#

need to get around to learning it

indigo olive
#

I need to get around to learning hlsl tbh

#

Unreal meant there was no reason to bother xd

#

I mean in theory shader graph does that too

candid dawn
#

I love ue4 material graph

indigo olive
#

how hard is it to do something similar to this where you're just modifying inputs to the PBR node?

candid dawn
#

I am very dumb but it let's me write shaders like cool guys

indigo olive
#

I have no intentions of fucking with writing my own PBR shit xD

#

that's a mood

wraith beacon
#

Yeah I should probably learn HLSL so I'm not constantly banging my head against the wall with UE4's material editor which is a nice material editor but I like doing this that it isn't meant to be doing.

indigo olive
#

I just got some crazy vfx material work assigned to me at work and I dont have to touch glgl

#

*glsl

#

what do ya mean? :3