#general-modding
1 messages ยท Page 63 of 1
It can be done but a lot of it is spent trying to find the solution with the least amount of problems.
I mean just plug your result into the emission slot and call it a day xD
I mean, that's what I've been doing, but it's still got problemsโข
I feel like there is no need to not do pbr, even for hyper stylised, you can pull any look off in it
ahhh fair enough
performance is a good reason
And also PBR stuff is harder to author without the right tools.
Good PBR workflow is pretty much just "Use substance painter or suffer"
There's also Quixel I guess.
Im not talking about photorealistic stuff :3
Pbr is just a ruleset for how an object is rendered you can do almost anything with that system
Not really? Like I love working with PBR stuff buuuut sometimes I want a little more control. Sometimes I want to break rules.
Sometimes I want to make something look like it was rendered in 1920.
UE4's material editor, while great for working with PBR stuff isn't a complete replacement for writing shaders manually. It's good for building upon shaders but what if I want to make everything vertex lit (and also use the scene lights) ? Can't really do that without recompiling the engine.
You totally can!
Vertex interp + fixed list of lights + emission output
and if your material type is unlit then the actual lights wont have any overhead
unless I'm misunderstanding?
Semi-near future (around ghost in the shell tech) uprising in Hong Kong.
I was a bit anxious about how people would receive something like that but I did ask /r/HongKong what they thought about the idea last year and got a lot of support from them so I'm less concerned about the woke crowd coming for me.
I think it's a pretty neato setting from a game design standpoint as you can frame it like there is an HQ in the city center and you gotta break in to destroy the survalence network or something. The first episode can be on the City Streets, 2nd on the rooftops, 3rd in the government "bubble" and the 4th is insite the giant solarpunk style HQ working your way up... or down into the core :3
Also allows for an awesome excuse to have a lot of different unity types, Riot police, shielded enemies, special forces, drones, spider tanks, stuff like that :3
there arent nearly enough games in hong kong
ive been, and let me tell you, that city is fucking insane
nothing has managed to capture it yet
I've not been but I think it's beautiful and what's happening to it is so depressing ๐ฆ
certainly is
It's one of those thing where I really dont support colonialism but we really shouldn't have given it to China. Apparently a lot of people there wish the UK stayed but I'm gonna stay faaaaar away from that as I dont wanna speak for anyone there but if anything it should have been given it's own independence
I get why it happened and why we had to do it but like... it feels like abandoning people who are more aligned with us than mainland china to a bad fate
its a whole thing, and we cant talk about it here because of politics being against the rules, but know im right there with you
Ahh sorry. The main issue with this kinda game is that it is one of those things that could cause problems for my career if I get brigaded like some other devs. My current employer is awesome but the number of studios where the majority stake is chinese is depressing
ยฏ_(ใ)_/ยฏ
Since everyone seems to be using RealtimeCSG do any of you guys know where I could get a hold of the source code to RealtimeCSG.dll? It seems weird if he MIT licensed the plugin but kept that locked away.
i believe its up on github
unfortunately there is still a black box in there https://github.com/LogicalError/realtime-CSG-for-unity/tree/master/RealtimeCSG/Assets/Plugins/RealtimeCSG/Editor/External
which is what stops it running on linux. But my use case is a mod editor that would do this conversion at runtime.
which makes linux + console support iffy for mods
it's not a gamechanger but would be nice!
hes pretty easy to reach and would probably help you out
weve reached out to him several times and asked him to fix or change things
and hes always done it
He didnt seem to want to share it unfortunately
https://twitter.com/MissEmbyr/status/1262016916228538368 I mean I get it... but it's kinda annoying. Just post a disclaimer saying it's unsupported in the git repo
@logicalerror Is there any chance of us being able to get our hands on the source code for RealtimeCSG.dll? I'd love to be able to try and port it to not rely on UnityEditor and allow it to run on Linux. Would be great for a mod editor!
Might be time to giv eChisel a go to be fair
https://twitter.com/Awesreek/status/1261920444107632640 https://twitter.com/Awesreek/status/1262058867468439553
#viscerafest #indiedev #gamedev #pixelart #fps #retro Everyone's asleep so I thought I'd torture the Health pickups a little. https://t.co/TFQsu1FnRC
I'm doing something stupid.
No Henry? Shaking my head my head
I've a curveball for you then; Harriot
Every enemy in Type to Reload now has a name.
And by every, I mean every
There will definitely be duplicate names but I just wanted to give them all names. Even if it leads to duplicates.
but is there a herman
Yes.
sorry, a hermann*
๐ค
Not sure what I'll do with this new found name system.
I won't keep their names above their heads at all times though.
there's a ravenfield mod that automatically gives you a randomized message when you kill a bot that's supposed to tell you something about them
do that
"Hermann's greatest possession was his bonzai tree"
I was thinking about a killfeed.
not sadistic enough
"Herman surrendered" "Hank's behind bars now"
"Howard is cfucking Dead"
It's canon that enemies just go to sleep when they get shot in TTR and voluntarily go to jail because they've been caught.
so the german censored version is canon?
IDK I just wanna keep TTR semi family friendly.
And I don't want the game to have too dark of undertones.
I just want a dumb cowboy typing game.
i'm just busting your balls hatsu
I thought your game was an RPG for the longest time, Hatsu. I like what you have with the design so far
Okay okay so hear me out here... probably wont bother for this FPS project but imagine reimplementing a pattern similar to the Skyrim Creation Kit on top of Unity. The Entire game is just a relational database and the world being split into cells. Depending on what you expose to LUA it would be insanely easy to build entirely new games using yours as a base.
So in unity you just create 2 applications (or roll it into one), the editor and the runtime, but the core difference here is that you essentially never really touch the Unity editor to make the game at all.
I mean I guess this is essentially building an engine on top of an engine but you get all rendering, platforms, physics etc out the box
Which I think if I ever get this FPS finished and have the opportunity to work on something bigger would be a smarter investment than OpenMW @candid dawn
Could even technically license this framework. Allow users to make mods on top or your runtime and if they want to sell it / have source access you could license the source.
Sounds kinda like a more streamlined unity-version of GMOD which would be pretty awesome
@viscid sandal project looks awesome, keep it up
The reason I mention specifically openMW is that it allows the world to be broken up into cells and since everything is just a huge database you can completely unload actors and stuff in other cells but still run some simulation on them like healing, travel, sleeping etc. Seems like a really cool architecture but limited in what you can do in the editor. Which is ideal for mods anywat
hah, yeah I've thought doing something similar but in UE4. You can't really do run-time landscapes in UE4 so would integrate Voxel plugin as well. In fact the voxel plugin author is working on this project https://www.coregames.com/ which is kind of that concept of making an "engine" out of UE4,
but its not centered around the Bethesda data-driven design
Can anyone make and publish their own assets? or are there fixed assets you can use?
Imo that's the big difference with these 'comunity game maker' kinda projects
@heavy turret thank ya
I saw that, it's crazy! Can you imagine trying to make an engine engine + editor in ue4's toolset ๐ฎ
I'd just take the easy route and use dear, imgui xD
which is what I'm using for my dev console in another project
dear imgui rules
Imgui more like, eh it's okay. Kinda a bit disappointed that Overgrowth replaced their original editor UI with it.
It's all about how it's used
and the point is it runs anywhere you have a GL context, and there is so much already made for it
need an in-game script editor? it exists
data tables? exists
Oh shit, King just open sourced Defold! https://defold.com/opensource/
Sharing ma mod 
https://www.moddb.com/mods/doom-daggers

Looks better than DD
@keen bear
lol im not sure if that's a compliment to me or an insult to dd, but thank u my friend โค๏ธ
little bit of both
Anyone here know how to port animations to the source C arms rig?
I can hardly even explain the ungodly things that lead up to this
tl;dr I wanted to be able to load 3D models from external files instead of compiling them into the binary with that SM64 PC port
Turns out the way SM64 handles importing assets is complex because y'know it's meant to be on a ROM
and then also I'd have to convert models into Fast3D display lists and also be limited by the capabilities of Fast3D (the PC port just wraps Fast3D with OpenGL) and y'know fuck that
So I thought I'd just do some rendering with OpenGL outside of the wrapper
But it turns out the OpenGL state machine is just totally fucked because of how that wrapper works
So now I'm rendering the N64 scene in its own OpenGL context and then doing my own rendering in a separate OpenGL context
But you can't share framebuffers between contexts
So I have to render out the color and the depth parts of the image out to separate textures, because textures CAN be shared across contexts
And then I draw it to the PC Context scene and override the depth of each fragment
penis creature
Which allows n64 things to be "in front" of PC things even though I render the PC scene on top of the N64 scene
anyway, monnkey
It's 5am I'm going to sleep
Oh also this was all done with OpenGL 2.1/GLSL 120 because that's what the wrapper uses and there's like no fucking documentation left on the internet for this shit lmao
This would've been a lot closer to trivial to do had I had the capabilities later versions of OpenGL offer
neat
Fast3D Ucode 
very very impressive
the amount of effort you took to make this work with a 20 years + old and undocumented 3d engine is honestly almost insane
are you sure you're right in the head?
wouldn't pushattrib/matrix help you here?
nah, type to reload
Well that's still a neat concept
its really stupid if you think about it
because how are you supposed to gamepad
no gamepad no game
that is very vr mobile of you
This game looks really good though
I'll have to read some of that small print in my own time. It was cool to be able to see this in scale.
You can get the map from here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2104200025
Made by Yoxiz
My Twitter: https://twitter.com/Willhart_H
Playlist for H...
Yeah it's pretty rad
i want pcvr so bad
I recently got a VR headset.
It's pretty fun until you use it too long and have VR Sickness all day the next day because you're not used to it.
You ever get to that level of bored you start making IncrediBuild memes?
i dont like that
Special birthday speed mapping session tomorrow
https://www.doomworld.com/forum/post/2136598
Ok here is the texture pack for this session. Theres a few extra flats added to help pad out the vanilla stuff Start time in 1 hour 45 minhttps://cdn.discordapp.com/attachments/520323992259788820/688454721312260240/PatTexHSSed.wad
Unreal's haunted.
oooh I like! vees very quake engine for some reason
god that display was a PAIN
yeah, I went with low-poly + low-res 256-color textures for everything
kinda wanted to go for an unreal/ut style but more "stylized"
I love how pointlessly silly the whole concept feels
plus the UI tracking each round obviously
the whole damn mod is full of silly things
I can't help it
you reload it "easily" with an in-game menu
SWWM GZ
it's just some weird weapons mod for gzdoom
literally, that's what the abbreviation means
it dosent do 6dof right tho
who tf puts 3D modeled weapons into a doom mod what the HELL
The only Doom mods I know of with "3D" weapons are Hunter's Moon, Doomreal, Psychophobia, and SWWZ (whose screen was posted above earlier).
Oh, and Doom Tournament.
Ah, right
Quake (2) Stuff
who tf puts 3D modeled weapons into a doom mod what the HELL
Nukritas 2xx: Yes, this world, with its mismatched intermixing of two-dimensional and three-dimensional.
Saya: Wha-? I... what? I seriously have no idea what you're talking about.
Nukritas 1xx: Hmmm... we guess you cannot perceive it.
Nukritas 2xx: Most definitely, a lesser creature such as a human, bound to the constraints of this fictitious electronic entertainment world.
Nukritas 1xx: The creator is not bothered by this either, which adds to our perplexity.
Nukritas 2xx: Indeed.
Saya: ... ok, you're starting to sound like Cyrus-san and I DO NOT like that.
Nukritas 1xx: We apologize.
Nukritas 2xx: Certainly, we will refrain from such remarks in the future.```
i read "mismatched intermixing of two-dimensional and three-dimensional" and immediately thought of gumball lmao
Nukritas 1xx: Although, this whole conversation itself, is it not a way for the creator to indulge in self-referential mockery?
Nukritas 2xx: It was written for that purpose, that is quite true, dear brother.
Saya: Can you stop? I just called you here to get some more of those sandwiches and you're going on about life being a videogame and shit like that stupid-ass nerdo.
Nukritas 1xx: Please calm yourself, human woman.
Nukritas 2xx: Would you like another plush doll of that moth-woman hybrid you appreciate so much?
Saya: sjfkhgjksdfhgkjh... actually, yes, thank you.
dame
thanks i hate it

my mod has too much lore
Marisa probably has a bulletin board with all the times her characters slept on it.
yeah they all have their sleep schedules and stuff
I also know what each character smells like
how often they shower, brush their teeth
their diet
what they do on their free time
what kinks they have
lol
Is there a character loosely based off of doom modding GOD sgtmarkiv
Whatโs his kink
i don't think his kink needs to be specified. i think we all already know.
It's competitive hot dog eating mask, that's his kink
pffff
Doom Daggers is a Doom II mod inspired by the game 'Devil Daggers'.
The Idea is to mimic the same intensive gameplay and ruthless difficulty of DD.
More details & download:
https://www.moddb.com/mods/daggerhell already a thing
tbf this is way higher quality than daggerhell
at least in terms of the hand visual
i wish the two were combined
gotta disagree
the hand rip from daggerhell looks better than a straight crust pic of the hand
i guess, its just that the daggerhell hand is so goofy
yeah correct
I think that the hand from DaggerHell is a sprite from heretic lol
and yeah I know about this mod - just wanted something that will have the same settings as DD, maybe I should talk with DaggerHell dev and combine it with mine
ohwait is that your mod?
yep (doom daggers)
lol sorry for like taking a shit on it right in front of you
i just think the hand looks weird
thats all
its ok โฅ
i had some real struggles making the hand, tried at least 3 times and I still think I can make it better
have you considered yoinking something from real 667 and just redrawing it?
real 667?
*realm 667
the resource website
ohh
massive repository of doom assets
I actually have some experience in pixel art so I was sure I can do this alone but maybe I should look for some free assets like this
dont let me sway your judgement tho
at the end of the day its your mod
you do what you want
Of course, I appreciate the help and honesty so thank you
delightfully devilish daggers
how does this movement script look to you guys?
Built it a while ago and intend to upgrade and do some more with it
but I was wondering how good it looks
pretty sure you have some unnecessary nested if statements
just from grazing the code
code review time
- Naming schemes, types and public APIs should be named in CamelCase (Movement instead of movement, MaxSpeed instead of maxSpeed)
- Way too many public fields instead of private [SerializeField] fields, exposed to code via properties if necessary
- Velocity should be calculated in FixedUpdate to ensure determinism, thus you also need to buffer inputs like jump
- Key bindings are hardcoded, rather than exposed as callbacks or accessed through a custom input class
that's from a cursory review
oh and 5. You could probably use Physics.gravity and turn your gravity field into a multiplier
agree with everything he said except the naming convention part, I would use maxSpeed too
camelcase was taught that way to me
Well it's moreso about consistency
The common style for C#/.NET is UpperCamelCase for types, methods and public fields/properties
and camelCase for private stuff (and method locals)
example of naming schemes:
public class MyClass
{
const int MyPrivateConstant = 1;
public const int MyPublicConstant = 1;
int myPrivateField;
public int MyPublicField;
public int MyPublicProperty { get; set; }
void MyPrivateMethod(int myParam)
{
const int MyLocalConstant = 1;
}
public void MyPublicMethod()
{
int myLocal = 25;
}
}
often private fields are prefixed with _ if you're following the Microsoft standard too, as it prevents naming conflicts with constructor parameters, so you aren't forced to use this. to disambiguate
thanks for the criticism, and yeah my camelcase was also taught to me that way
and keybindings are going to be integrated, this is a proof of concept I'm going to rewrite with at least 3 or 4 classes supporting it
and I'll look into the gravity field
thank you both so much many of my friends are not very good with programming
and I kinda needed criticism.
I wish I had programmer friends.
I don't. But one of them gives design input lul
This is a script for a mech shooter
I just haven't cleaned it up and made the supporting infrastructure for it yet because laziness and the fact I kinda was wondering how to proceed
definitely
I've just been doing this as an actual exercise in programming and for preparation for college
also because I want to make something fun and good
I have programmer girlfriends
eww
hmm
@tranquil oracle honestly the _ for private fields is more of a pain than constructor disambiguation imo
like what percentage of your program has to worry about disambiguation vs having to deal with _ all the time which is a pain in the ass character
I get it... though anyone that does m_varName needs to be shot.
@indigo olive yeah I don't personally do the _ prefix thing but thought it was worth mentioning
Consistency I guess
I think that meme's filtered so good luck with that 
Hey ho, anyone familiar with DayZ SA modding ?
hm?
hm?
@deep pulsar I want to understand how to change the zombies models & behaviors
was in response to the meme thing actually
Iโll allow it
Mod aboos 
heh
Dusk dude in Open Fortress...where he be hopping though? ๐ณ
https://youtu.be/IFSM8YxaQo8
Go play Open Fortress https://openfortress.fun/
Dusk not included
hup hup hup
hup
hup
hup
Finally going to be releasing the new shareware demo running on the new engine soon. 
hell yeah, that looks awesome!!
Thank ya
Primarily on my discord but I will be posting a link here as the decision to keep things mostly relegated to our community was a decision made more recently and there were a large number of people here some of whom aren't apart of our community that were rather looking forward to playing it.
how does one join the discord?
discord says i got pinged but i guess one of the filter bots caught it?
yee
It's Unity now
Nice
@deep pulsar Blender was fighting me to the point of being beyond unreasonable. Maintaining stable performance let alone getting the thing to run on most peoples pc's was becoming an impossible tasks and all the weird janky quirky bugs like my composer having to keep his browser open for the game to run at a stable framerate... yeah no...
its really bad if you cant do properly not so complex shooty shoot vidya game in blender
why pick blender in the first place anyway
Me getting into gamedevelopment was a result of me just finding out blender had a game engine. I didn't start out with a project in mind and go looking for something to use. I toyed with the engine for awhile and then slowly began forming the game I wanted to make.
Little did I know how terrible and unfinished the bge was.
To say the unity build is a step up feels like saying that 1080p looks better than 240p. And it extends far beyond just visual and performance improvements because I don't have blender bottlenecking everything I do now.
ahhh
meanwhile here I am, still stubbornly wanting my first game to be on its own engine
thats still the only selling point for now https://youtu.be/YKeNQDc6bCI
Sometimes the only thing holding you back is realizing that you have wings.
Soundtrack for Viscerafest by Acid Man Games, an indie Retro styled FPS in the vein of classics like Doom, Duke Nukem 3D, Blood, and more! You play as Caroline Fetter hunting down a warlock by the nam...
Idk about that but the ost is God like.
Tried to make ladder movement not garbo, think it feels nice, now.
fuzzy mcfluffenstein lookin ass
Lmao
It really does look like whatever the hell fuzzy is suppose to be, I'll probably update the graphics so I don't get sued
Lol I wouldn't worry about it. I'm just messing with ya.
about as well explained as taking a fucking shotgun to the book and trying to read what's left
ZScript adds a plethora of functions used internally by actors, exposing them all to it. There is no guarantee these will work in DECORATE, especially anything that is not type int, double, bool or void.
This list does not include ZScript virtual functions.
You're welcome
First paragraph is indeed math
whaddaya know, there is an actual page about it
why is it not in the page varg was looking at?
I do not write the wiki
Don't ask me
Generally speaking ZScript documentation is pretty poor
https://github.com/marrub--/zscript-doc thank my girlfriend
it's kind of outdated and being rewritten somewhere else tho
Thanks gf
marrub is incredibly based
marrub guide's is ok for listing availble funcs.
But the lack of examples makes looking at the text files in gzdoom.pk3 the best way to learn anything zscriot related
ye i already come up with idea to look into gzdoom.pk3 itself
also I take it you watch joel's streams?
who
the fuck's joel
You don't know who joel is
i dont know who your daffy pals are
he is trolling you the PFP is one featured in one of his streams
Oh my god, I just had the dumbest Doom mod idea.
A rudimentary real-time respiratory simulation that affects weapon bob and various sound or visual effects. 
The foundation of it would be a boolean "isBreathing" key, and an integer "breathSpeed" key. Could create functions to call for stopping and starting breathing, modifying the breathing speed, and other dumb shit.
Then everything it affects could be tied back to that system.
Total waste of time, but I bet it'd be a hell of a learning experience.
That actually doesn't sound bad, maybe it's it wouldn't fit Doom, but for some other Fast FPS, it could give a nice feel, like Nightmare Reaper, since you're not the DOOMGUY, it could fit the style
So I actually don't think it's that dumb ^^
sounds similar to stalker's stamina system
heart rate, vitals, breathing, etc could defenitley make for interesting survival game mechanics
I'd fit it as like a "exertion" value, the higher it is the less things you can do, eg sprinting requires exertion less than 5 or something like that
defenitley not a doom thing though, that's for sure
I'd personally only use it for decorative stuff, such as frozen breath in cold air, or the rhythmic huff and puff of a rebreather or oxygen tank.
But it could be used for depressurized environments as well.
Well that was a waste of time... ack to Unreal Engine I scurry. Unity is a mess at the moment D:
3 different renderers, only 2 of them being actively worked on yet neither of them are production ready,
URP just doesn't have the feature set but is actually designed in a way to let you extend it.
HDRP is actively hostile to any attempts to extend it.
Post processing only just got added to HDRP and it's a mess.
Shader graph doesn't support post processing effects.
"But Hannah" I hear you ask "why not just use the built in renderer?"
Well I really wanna use forward rendering and Unity still uses the old school fixed number of lights for it's non HDRP forward renderer. So I'd have to give up MSAA.
How did Unity go from being the easy to use sandboxed engine to actually being a bigger pain than Unreal? It's impressive.
I may be a little heated.
understandable frustrations
for me, i dont place much value in MSAA, so it suits my needs
but if thats what youre after, yeah, youll run into troublle
because yeah, id actively avoid the new renderers
the old one is still the most stable, better option
the old one can achieve some good stuff, but you have to be willing to do all your shaders by hand
the stability decrease going to a version that supports the shader graph just isnt worth
That's true, Unity is in a very weird state right now it's kind of more accessible to newcomers the new render pipelines and a lot of tutorials
But at the same time there's some things that are too fiddly or the documentation helps in absolutely nothing
I think the unity docs are alright
unless you're tryna do some shit they don't want you to lmao
I can't remember what i was looking for but the documentation only described the name of the method and the arguments
It didn't say what the method should do nor how to use
Yeah not all functions have examples and stuff
I know this probably isn't a modding question, but I gotta put it somewhere. Can someone who's more experienced with Blender help me out with a really stupid issue?
I've got some extruded text I'd like to bevel, but when I turn it into a mesh, it just kind of... breaks.
piss
You haven't lived until you've tried to bevel one of these fuckers.
How's the topo?
Fucky as hell. It's straight from text to mesh.
But that's not the worst of it. Oh no no no, it gets worse. So much worse.
That might be whats causing the issue, I think
๐คข
From where I'm standing, using the text tool at all to make a mesh is a crapshoot. I'm going to have to manually model every single letter myself, aren't I?
Retopo would probably have better normals, too.
I gotta have Eurostile or I'm gonna bash my head in.
I wonder if I can get just vertices from text.
I could create the bevels using just offsets, and four copies of the text as a plane.
Then I could manually connect each vertex.
Can you import the text as a vector and just extrude the faces back? Then subdivide it later. At least you can in Maya
That's worth trying. Hopefully, it won't get too angry about the hole in the pound sign.
Ngons aren't too much of an issue for me, honestly. This isn't going into a game or anything.
Is it going to be textured at all?
Nope, just a glass shader. This whole thing started because I wanted to mess around with glass shaders.
Fuck it. 92 sided faces then lol
Do you have illustrator?
I'm pretty sure blender can import ai files
Photoshop does the job just as well, I guess. I can export an SVG from that.
Of course, then we're back to square one. In order to get a good bevel, I need to convert it to a mesh, and the topo gets fucked again anyway.
Trying to apply a Bevel modifier to it while it's still an extruded 2D object is, uh... well, it's interesting.
Can't you planar decimate if you don't care about Ngons then?
I'd love to, but the # symbol has a hole in it, and it hates that.
This # symbol has been fucking my ass this entire night.
Just model the # by hand and do the rest some easier way
Thankfully it's all straight lines
This is way too much for just some light experimenting, but I appreciate the help all the same. I'm basically a complete idiot when it comes to modeling, I barely have any experience with it at all.
Hey, jumping right in and starting somewhere is how to learn it.
Good way to drown, too. 
@keen bear yeah MSAA and clustered forward is a big thing for me. And there is always Amplify Shader Editor or Shader Froge for visual shader editors with built in :3
yeah those just exist outside the scope of unity
and yeah i can understand wanting those things
ive never been a big AA guy
thats just me though
i know its very popular these days
I hate aliasing more than anything else in the world tbh. Your game can look like shit as long as it's crisp :3
I dunno, I like chunky pixels.
At least, sometimes. A lot of the time I prefer FXAA or TAA smudge.
see like, i feel that AA removes the crisp
its definitely a totally me subjective thing
obviously AA can result in a more.....smooth? image
I prefer a smoother image for the sake of removing aliasing
yeah see i dont mind it at all
I dont mind pixelated sometimes
MSAA is dope but real performance heavy
i dont really get why it bothers people
TAA while being smudgy also kinda functions good as a denoiser.
maybe my brain is dumb
TAA can be alright with a decent resolution and sharpening amount
But SSAA is based
but also eats up frames
But like a lot of post process AA methods TAA kinda needs a lot of tweaking.
but great for older games
I'm trying to do my specular denoising in the actual shader for them... will have to see how well it works
and avoiding SSR and stuff
Aye
Well I solved the shimemr issue with upscaling the pixel art then bilinear filtering, and when I was trying out Unity I wrote a shader that managed to sample pixel art at native 32x32 with very similar results, should work as well in unreal :3
the upsampling solution looks slightly better
but is a pain in the ass
I think there are some screenshots form the upsampling in unreal and the shader in Unity above ๐
I always have google as primary and cloudflare as secondary
no google, no youtube, no insert x product here
i wonder if theres an outage or theyre being attacked
cray
no problems detected here i swear
seems to be back now
very weird, longest outage from them to my knowledge in years
F D:
who was having a heart attack with letters in blender?
If you're still fucking around with it I recommend just getting some cube meshes and join them together and modify to your needs
sorry, that heart attack was fatal
and i'm now legally dead
cause of death: bevels
anyway, here's a workstation that's definitely not modeled after any silicon graphics machines
heh, looks cool
Little something I put together a little while ago, scene hierarchy folders for Unity.
Use the "add from git url" option in the package manager to add these:
https://github.com/NewBloodInteractive/com.newblood.hierarchy-callbacks.git
https://github.com/NewBloodInteractive/com.newblood.hierarchy-folders.git
and you'll get a new "Create Folder" option in the context menu
the folders get removed at runtime, so the hierarchy can be as flat as possible and get a perf benefit from unity splitting root transform processing into jobs
^this is very nice anyone here who uses unity
now you can be both organized and performant
instead of having to pick one
its free real estate
15 solids with 91 faces in Hammer. All CSG.
good stuff
Thank you. ๐
welcome
Not enough rendering power? Try the high-end workstation and small studio server instead!
Or, if you're a cutting edge studio that needs the best of the best, build your render farm out of these super-powered beauties.
should've been modeled after the SGI with that name of yours

Aye, it was based loosely on the Prism.
good shit then I'll backpaddle here
for some reason when I think SGI my head only pictures the Onyx ones
I always think of the Indigo and Indy models.
Thought I'd give the server another detailing pass, make it more "techy."
Y/N
Alternate version:
first version is better, more variety
Option 3: Clean, but slightly varied.
I went with the third option, and made a "Titanium Edition" line. :V
gamin
depending on what gen you're going with, the option 3 seems more likely, you could do both up and down panels by simply swapping uv, seems like the sorta weird shit you'd do to fit assets back when
titanium ed. looks really good tho
I should mention, these are all done with J.A.C.K. for Half-Life, this is technically mapping. Technically. 
Currently working on a GoldenEye higher quality sound mod after playing Sean The Bermanator's Quake one.
About 66% of the sounds have currently been updated. Engine limitations mean I can only do 22050hz per sound, but that's around a 4x quality increase for a majority of these sounds effects, anyway.
Here's a weird question. Anyone know if it's possible to read an arbitrary text file using GZDoom's ZScript?
Google isn't showing any promising results. 
Like, let's say I had a config file that had something like this.
{
foo="451"
bar="666"
}
"Swing"
{
foo="123"
bar="321"
}```
I'd want to have it look within the text file for a specific string in quotes, then from { to }, pass each option through line by line. But I don't know if it'd even acknowledge the content to begin with.
@lean gyro Yes, you can use Wads.ReadLump iirc
look at the loop in OnRegister
LumpStream is just a custom class of mine for more easily reading stuff from a file, you can mostly ignore it and just use Wads.ReadLump(lump); to get a string
coincidentally I'm buds with one of the RO devs
That's literally one of the best Doom mods NGL
I like how it's kind of a recursive thing there
I kind of inspired RO a bit
and then RO inspired me
though, not by much
pretty sure my stupid overkill mods were overshadowed by that damn thing
curse you, nali weapons 3 *shakes fist*
If only I had Unreal Tournament in my library lol
Then I'd enjoy ChaosUT and Nali Weapons 3
Well
I should buy UT99 someday
Marisa didnโt you make that Unreal weapons mod?
y
I have the ut99 cd on my desk right now @unique trellis
homebrew also welcome? porting/optimizing sm64pc to embedded-ish linux with foss gpu drivers:
https://youtu.be/mPazVhoKhjc
https://youtu.be/KwgvlN6vhTE
Texture wrapping code implemented, visual artifacts reduced. Performance still seems rather acceptable.
down from 216 to 16 draw-calls
I had never heard of gcw-zero, how is that thing?
it's an open source handheld from like, 2014
it's a really good little handheld, battery lasts for fucking ever, its really light
a bit on the weak side tho, you need a lotta patience to get things to run well on it.
(you can't buy them outside of used units anymore I'm afraid, but there are the rg350 ones nowadays with the same soc, same distro, same software and some QOL improvements)
|| I am 100% not biased about it from having worked on it I swear ||
Hey peeps! I need help with my dusk sdk launcher. Whenever i put anything except for the dusk folder in sdk>mnt>local my game launches into infinite black screen. Has anyone had this problem?
Hey, a couple years ago I made horror RPG with crow-like enemies that were super tough and had experience as consumable resource, so if anyone wants to check out the really rough, really buggy alpha build, here you go:
@inner venture @unique trellis here you go, be very careful. The game CAN be finished, but it's a tight ropewalk
Thanks my guy!@shell hound I hope my toaster of a PC can handle this
Aw, it ceased development?
I don't have the original files. Only way to make it is to make it all from scratch
Who knows, maybe I'll be able to put together a team to help me make an improved version of it
"there is no such thing as too big"

reminder that the one at the very top was built by a cute little girl
and that's why it's better than the bfg
don't you dare trash the bfg9000
Why not combine both?
ha
I think I made something VERY useful once custom sounds in levels are implemented
Its a bit loud so be prepared
middle school music class when they bring out the recorders
cries of the damned, huh?
reminds me of one time I accidentally procedurally generated a thousand screaming babies
Just started another playthrough of Quake 1.5. Is the guy who published it ever going to finish it? IThe last beta patch is from over a year ago ๐ฆ
It isn't finished?
think it needed some touches but other than that was done
finished most little details of what is going to be a little benchmark utility and optimization playground
still need to implement actual lighting and maybe some stencil shadows, but otherwise all the crap is there and done, using ALPHA_TO_COVERAGE etc
also the code to toggle atlas + cpu transforms/upload v.s. per-mesh vao + uniforms
Is that the Volatile engine?
no, that's from scratch
I'm really damn happy with how the early results are, still need to implement normal maps and some basic forward lighting tho
also: if you ever do any graphics use renderdoc from day zero, dont even bother trying to manually debug
last one for a bit- now with 100% more normal mapping (and MSAA2x rather than 8x to test how ALPHA_TO_COVERAGE works in such scenario)
thanks, it's still a work in progress tho, my mind is still kicking and screaming and telling me to refactor code
good
that a mod for the psp zombie homebrew?
It is the psp zombie homebrew, which itself is a quake mod
zombies b dancin
#Viscerafest #fps #retro #indiegame #indiegamedev #pixelart MILK!!! https://t.co/9o6meQQTwh
Bad apple
awful midifont
Now I imagine the demons standing around waiting for demo to charge her weapon
What's this a mod for?
Nvm, scrolled up a bit
@deep pulsar what are you using to make this stuff? It's really cool :)
Yes, to make the mod
I'm not very familiar with doom modding but I've been wanting to start
Doesn't gzdoom have an editor or something like that?
theres slade, yeah
Oh I thought slade was just for mapmaking
no theres doombuilder for that
I remember hearing sigil was made using slade so I guess that's what gave me the idea
Not sure if that's true or not btw ^
nah it was made in doombuilder
yeah the wad was probably assembled in slade, but romero maps in doom builder
you can edit maps in slade but thats pointless when you can use doombuilder/gzdoombuilder
emphasis on "when you can"
what do you need accomplished
well, if you give me that condition then I can't say anything to you
have a good day
lmao
I might've been a bit to generous with the cooldowns... #viscerafest https://t.co/kaKNjQv5bu
Be Adobe
mayo made a mistake
Use the store
during the persecution
good ol computer destroyer tool
never knew before that someone could be so thoughtful as to include a crash button on an application that doesnt autosave, humanity really goes above and beyond sometimes
Adulting sucks ass D: I've been so busy I've not had a chance to work on my personal shit in like a month D:
kill me
no, kill me
I asked first
DURING THE PERSECUTION
ill kill u when u kill me, alright?
isn't that the one you showcased earlier? looks badass
Some sick shit my friend
@humble herald Yeah, but with more changes.
I've written a new moddb article about the brand new weapon set for The Age of Hell. Go check it out :D
https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii/news/age-of-hell-the-new-armoury
TILEKIT - A tilemap editor centered around pattern-based auto tiling
147
542
o boi, demo is smol
very slight height difference here
but I can definitely make them hold hands
no you can't
i think ive nailed down a hud design
i dont want to jinx things by saying too much but it involves vampires somehow
๐๐๐๐๐
swimming in the sea with the xm8
oh, it's you
pew pew
https://forum.zdoom.org/viewtopic.php?f=43&t=58191 not mine but this mod has come a real long way
Discussion about ZDoom
good ol' EVP
i member when it was just "dark smooth doom"
now its pretty dang good
not like it was ever bad to begin with
Yup, that's a pistol... ๐คข
man its like brutal doom
lol
yeah but will swwm work with brutal doom???
cause like
if your mod doesnt work the the DEFINITVE WAY to play doom, why bother making your mod to begin with???????
never 4get
pff
he left the bugs in to keep himself motivated to keep working on it and extend the doom life time even more
a true hero
i mean brutal doom is the only doom mod that exists tbh
just look at my doom mod folder
clearly the only mod
ye olde 0.l
lmao
update your brutal doom, dude
whats worse, brutality or brutal
wheres your brutal doom compatible swwm
they commit different crimes
dud
I have develiped a personal antipathy toward PB cause once a.month a get somebody complaining they don't like PB has thrown in ZMovement
can't remember if it was a fan or a developer that tried to hit on me by sending me a wad with tits everywhere
to which I always have to reply that it is none of my business
im gonna throw Duke's movement into my mod
that is fine
dosent matter if i modified it
Unless then I get people.bitching about it
listen im super supportive of doom modding and you can play doom however you want, but uh, when i get told several times to "fuck off" for playing doom the "wrong boring way" by people with cropped hentai avi's, im gonna scratch my head a bit
what about doom rema-yeah that
why must we suffer?
i don't know what to say
when playing with vulkan reveals how shit people are at writing shaders
how do you make a shader that does not work in vulkan?
i believe that also happens on opengl
by reading from variables without assigning them first
the motion blur shader was well known to have that problem
turned the screen into a deep fried checkerboard of clown vomit
idk about yall but i just hope to see this finished https://www.indiedb.com/games/doom2remake/videos/imp-takes-a-hit-and-recover#imagebox
pfff
gummy rocket launche
obligatory reflective floors
took me a sec to find this cause doom remake 4 has skewed all the funny doom 3d remake results on google
that is how all floors look in real life
https://www.indiedb.com/games/doom2remake/videos/iv-added-some-new-texture-and-glow-effects#imagebox THE MUSIC
this place has now become cringe-modding
thankfully we dont have monikawads

hell yeah cring doom
anyway if you nerds need me im gonna be playing the REAL version of doom
I can't wait for the new one
oh shit its THE DOOMGUY
room eternal is fucking crazy https://www.youtube.com/watch?v=hRcZdyE0Nxs
BY ME AND CANYONJACK. Map by CanyonJack. All models, programming, animations, UI by me.
RooM Eternal will have deathmatch before Doom Eternal
IISII MODO??
I'm more surprised he's using brutaldoom and not hdest
Brutaldeous Doomstructor
but why would he run 2 gameplay mods at the same time
who needs brutal doom when u have my mod? https://streamable.com/oy52fl
okey but wheres the blood decals
No floor/ceiling decals 0/10
the way the chunka land on the ground at the same time is rather awkward
It's like they have the same mass and aerodynamics regardless of dimension and shape
i have randomized their velocities as much as i wanted to but they are all 8x8 cubes with 5 mass
you have not randomized the vertical velocity it seems.
Mass is irrelevant for velocity calculations
i did actually
then why do they land at the same exact time?
Can you show the whole line
bro please put a space after the ,
no
well atleast you're probably not using GNU style
what's gnu style? like the opening brace on the same lines as the function?
i am glad somebody else brought up spaces
oh god not gnu style
I think it's very clear that richard stallman is not an ordinary person
looking at these standards im half expecting to hear he ended up in hospital after jumping out of a moving squad car when a police officer found him in the texas desert disassembling his car to look for alien tracking devices
tfw you will never be as cool as RMS
eating your own foot mold like a boss
tfw you have to install non-free firmware ๐ข
heh
hmmmmmmmb
perhaps
rookie numbers at 4x4, go all the way to 1x1
solid color is the only way
Swingin' around
what skybox shader does Maximum Action use for it's skyboxes (panoramic?). Same question for Dusk (if it differs)
Dooskworld update trailer :P
Video remains unlisted, as the update got delayed from early june to late july because of last minute feedback/bugfixes and no internet service, but I guess I can share it early in here.
Video will become public once the game gets updated, hopefully in 3 weeks.
Update coming soon, in the meantime, enjoy april's version:
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/
You have 100% completed Dusk and already played Doosk with both Doom and Heretic games. You've proven yourself worthy.
Now it's time to prove that worthiness to...
Nice, but can you make DooskTag?
My viewport UV editing addon for #blender, DREAMUV, is now available here: https://t.co/f2AJlW952u This toolkit also includes the new hotspotting tool for ultra-fast automatic uv mapping. More example videos to come! Enjoy! ๐ #b3d https://t.co/BytTIMo7Wj
449
1766
Also wow I can't believe we have an actual working multiplayer dusk!
#viscerafest #screenshotsaturday #fps #retro #indiedev #gamedev #pixelart Uh oh... https://t.co/0mcrAkpAen
Yo Viscerafest has hands
Always has 
Still pushing updates for anyone whose interested
I just keep finding stuff to change
So, quick question, is there any good model viewer for iqm models, other than noesis?
Noesis is good, but I find odd that one of the axis autoadjust their offset, based on how long the model becomes vertically.
Dusk uh probably the demo program that comes with the IQM SDK
There are plans for the SDK to include a model viewer eventually (with limited support for editing stuff)
Oh, interesting.
Konrad trying to learn blender is the most painful anime character
Projectile negation is an important mechanic
10/10
IMO the BFG should still do a little bit of damage on hit, maybe 5-10 HP
There are some things that CANNOT be fully stopped
then again, haha sword go swoosh
Hey lads
If you're up for a challenge, check out my little demo and see if you can reach Wave 10 on nightmare difficulty
It looks something like this
dang, I can't post pictures?
link pics. new users cant directly upload until rat rank
Seems interesting, i'll take a look later
I'd appreciate feedback, especially regarding difficulty tweaking
and everything really
So how many waves are there in total?
In any case, farthest i got was wave 3, game would really benefit from having ammo pick-up's being more recognizable from a distance
The are where most of the ammo is located just has way too much goo, so taking damage is almost inevitable
Movement seems a bit strange, feels like you have too much momentum
But i see potential in the game, was it inspired by Serious Sam at all?
Nice, thanks! Honestly not at all. Serious Sam I've always really passionately hated lol!
It's probably more the wave style gameplay? I see some similiarities though
I completely agree about the pickups not being easily recognisable, that's something I have on my to-do list
and movement definitely takes some getting used to, but I find it really rewarding once figured out
Gotcha
What is the campaign (structure wise) gonna be like?
As for difficulty, the monsters themselves are fine, they all have their own thing they do and with clear ways to defeat them
Was just running out of ammo kind of fast, mostly due to the pickups being in the goo zone, and didn't see much in the outside area
But i'll keep an eye out for the game, curious to see where it goes
I really like how the monsters look
Campaign I haven't started to work on, so it's all quite theoretical but I'd like for it to be quite story driven, so no arena-style gameplay.
the survival/endless mode is meant to be unique in that sense.
There should definitely be enough ammo spawning, just have to be fast and hop over the acid without taking too much damage.
@sharp vortex thanks! I'm pretty happy with their designs as well
lowkey thinking of maybe scrapping the guns and making my thing fully melee based
@ebon summit Hey man, that was a really fun hour of gameplay and I'm 100% going to keep that saved! I really love the movement, the different enemy mechanics, the sped-up feel to the gameplay that's really complemented by the slow-motion ability. When I first started playing I was expecting ammo to be scarce based on the comment above, but there seemed to be an abundance of it once I figured out most/all of the spots they spawn in. They seemed to partly replenish at the end of a wave, not sure if that's just a coincidence but I never had ammo difficulties. Bunny-hopping was a genuinely useful thing to do as it created distance between you and the runners so that you can use your grenade launcher, which I found to be a useful strategy. Another useful strategy I found was that if you use the launch pad to jump on, it shoots you in the air and the runners just crowd around the launch pad which allows you a moment to "reign fire" :p
Couple of points:
- At the start of the 6th wave my shotgun seemed to have a midlife crisis and decided it was best to not maintain it's models integrity: https://gyazo.com/72d980c0cff21e488f43fb93dbd38a79
- When I clicked 'Highscore' on the main menu it was empty (sadface), and when I backed out of the highscores to the menu the highscore option was highlighted as if I was hovering it and I was unable to move my mouse - had to alt-f4 to exit the game.
- I often found myself getting caught on the fence that surrounds the acid pit, if you hit the fence with speed then it'll sometimes prevent you from jumping - I don't know if that's an intended function of the fences but it was an irritating occurrence!
Like I say though man, that was a really fun game. A question I have would be; in regards to the weapons numbers (1, 2, 3, 4, 5 & 7) - where's 6? I kept searching the map hoping to see a special secret gun but it was a hopeless endeavour.
Awesome thanks so much for the extensive feedback. Some really good stuff there. The respawn is a bit unintuitive, it basically rolls dice after each wave to determine if a respawn occurs or not, but a failure to respawn an item increases the likelihood for the next round, and even if a respawn is triggered there's a 10-20 second delay so restocking has to be done during combat for the most part.
The shotgun glitch I'm quite aware of, it's due to the fact that there are no weapon switching animations in place yet. Basically the key press instantly triggers a switch, freezing any animation that was unfinished. The menu glitch is odd, I failed to reproduce it but will investigate! And the rail has also been bugging me whenever I'd stuck in its weird collider, you've helped me make up my mind, guess it has to go ๐
Super happy to hear you enjoyed it. Weapons 3 and 6 are still in the making... I'm hoping to get at least one of those in there as well as the next ranged (not gigantic) enemy. Then I'll see if I can get Dave to check out my demo. Nervous about that!
@ebon summit I noticed you slide of the dirt bumps around the level.
I don't think it says anywhere that you have a double jump.
Please let me scroll thrue the weapons.
It's hard finding relevant blender tutorials that aren't 5 years old.
for what it's worth it seems to have gotten a lot better since 2.8 came out, felt like i saw a lot of old tutorials redone around that time
Are there any series I should watch? I'm trying to make weapon models for blender, I've figure out enough to make a crude working pistol with very crude textures but not really enough.
Anyone know how to properly set up Trenchbroom
I have the software unzipped in a folder on my computer but the application isn't working
@dire tendon how much experience do you have with 3d modelling? if none or close to, I'd recommend going for the blender donuts & coffee tutorials
I just started this week, was able to make a functional and textured model for maximum action but it's extremely basic
so not much
Blender tutorial for beginners! The long awaited reboot of the popular donut tutorial, completely remade for Blender 2.8x. New videos will be uploaded every other day to this channel.
Get the shortcut pdf: https://mailchi.mp/ef5b15a32043/subscribe-to-the-newsletter
--------...
isn't that part of a playlist?
yes
can you link the whole thing?
it is the long road, but it will give you experience in a lot of little details you'll need in the long run
my main worry is that I will forget somethings during the course of the series
ofc you will, you won't fixate it all without practice
but first comes learning the basics
I'll check it out later on
if what you want is crude models I wouldn't even recommend blender tbh, wings3d can do low poly modelling really well too
but if you want to learn blender I'd really recommend starting out with that playlist
I'd have to google for that one
Part of the reason why choose Blender is that it's easier to find relevant tutorials
thats because wings3d does one thing and that's it, it's a simple subdivision modelling tool and thats it
blender is a more complete, robust tool
but that comes with a price
which is that you'll need a lot more effort to master it, but I'd say it's worth it on the long run
is there a free software that specifically focuses on texturing 3d models? Blender has that ability but I was wonder if there was something more purpose made for it
what do you mean with "texturing"? you can do UV mapping with wings3d/blender and then painting with Krita/Gimp
blender also has an extensive library of materials to use (which you'll need to download ofc)
still - that playlist I told you about also teaches you how to do texture painting in blender
Is there where you paint an image over the mesh?
sorta- you need an uv map to tell you where in a texture each triangle is, and the actual texture
and materials/shaders to tell the renderer how to display it
these are all things covered in the playlist
I'd really recommend straight up just doing the donut & coffee exercise along with the playlist, maybe even show us a picture of your results when you're done with each milestone
I guess I'll try again:
Would anybody know how to properly set up Trenchbroom?
for what, quake or dusk modding
if dusk, #dusk-modding
youll find material there on how to do it on the stickies
Generally Quake, but it works for Dusk the same, no?
Because I have the thing downloaded but I'm not sure how to access it, it's just apart of a folder I have on my drive and I don't see any exe
make sure you get the trenchbroom and not the master thing
i highly suggest checking out dumptruck_ds on youtube for good tutorials on both setting it up and using it
Yeah, I'm not sure what to do sadly
Hello I would just like to say it's 2020 and modeling still sucks
what happened to the guy who posted the cart game here almost every day did he finish his cart game xD
Anyone else remember being 12 years old and modding Quake 1 with Worldcraft off a Quake tools cd bought retail from a store in Cadburyโs Chocolate Village ๐
Cause those are my golden memories
You mean new blood cart?
that's @wraith beacon 's new blood kart you're thinking of
NB Kart is cancel
why was it cancel was coming along pretty well ๐
rip nb cart
what's new blood cart? I mean, I got an idea from the name alone but I wanna know the details.
nah just a meme thing Hatsu made
Finished the latest update to my Garry's Mod map
A nice flesh swimming pool
There's more, but dont want to be spammy
โ๏ธ
Alright that's it I promise
This is all the same map by the way, if you're confused
Nice!
Looks awesome. Very spooky
This is as far as I have gone into trying to install trenchbroom, I've looked at tutorials on YouTube and it's not finished entirely
bro u grabbed the source code
Thanks, github is failing to load right now so I'm going to give it a few
Yeah they seam to be having problems
๐
since im assuming this is a channel for sharing personal non-mod-game things as well, do you guys have any advice on how to write enemy ai in unity for following the player on sight and losing him, then moving to random points on the navmesh?
i looked up a buncha guides but they are mostly outdated and my programming skills are pretty much non-existent, and im unfamiliar with unity features too
you could just use a waypoint system with a simple distance check for the player, if you only want to test something that is
is that going to be like the distance on the navmesh or just the positions
the positions
so like the player will be detected behind a wall if close enough?





