#general-modding

1 messages ยท Page 63 of 1

wraith beacon
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The material editor just really isn't built for non PBR stuff.

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It can be done but a lot of it is spent trying to find the solution with the least amount of problems.

indigo olive
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I mean just plug your result into the emission slot and call it a day xD

wraith beacon
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I mean, that's what I've been doing, but it's still got problemsโ„ข

indigo olive
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I feel like there is no need to not do pbr, even for hyper stylised, you can pull any look off in it

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ahhh fair enough

keen bear
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performance is a good reason

wraith beacon
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And also PBR stuff is harder to author without the right tools.

unique trellis
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Good PBR workflow is pretty much just "Use substance painter or suffer"

wraith beacon
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There's also Quixel I guess.

indigo olive
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Im not talking about photorealistic stuff :3

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Pbr is just a ruleset for how an object is rendered you can do almost anything with that system

wraith beacon
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Not really? Like I love working with PBR stuff buuuut sometimes I want a little more control. Sometimes I want to break rules.

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Sometimes I want to make something look like it was rendered in 1920.

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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.

indigo olive
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You totally can!

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Vertex interp + fixed list of lights + emission output

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and if your material type is unlit then the actual lights wont have any overhead

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unless I'm misunderstanding?

shadow mist
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@indigo olive whats the plot of your game going to be

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if you don't mind sharing

indigo olive
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Semi-near future (around ghost in the shell tech) uprising in Hong Kong.

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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.

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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

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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

keen bear
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there arent nearly enough games in hong kong

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ive been, and let me tell you, that city is fucking insane

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nothing has managed to capture it yet

indigo olive
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I've not been but I think it's beautiful and what's happening to it is so depressing ๐Ÿ˜ฆ

keen bear
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certainly is

indigo olive
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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

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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

keen bear
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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

indigo olive
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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

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ยฏ_(ใƒ„)_/ยฏ

indigo olive
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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.

keen bear
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i believe its up on github

indigo olive
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which is what stops it running on linux. But my use case is a mod editor that would do this conversion at runtime.

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which makes linux + console support iffy for mods

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it's not a gamechanger but would be nice!

keen bear
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hes pretty easy to reach and would probably help you out

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weve reached out to him several times and asked him to fix or change things

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and hes always done it

indigo olive
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He didnt seem to want to share it unfortunately

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Might be time to giv eChisel a go to be fair

viscid sandal
wraith beacon
neat hare
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J.

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...FUCK

near mortar
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No Henry? Shaking my head my head

wraith beacon
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There's only one Henry in Letter land.

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And that's Henry the SHerriff

near mortar
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I've a curveball for you then; Harriot

wraith beacon
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Every enemy in Type to Reload now has a name.

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And by every, I mean every

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There will definitely be duplicate names but I just wanted to give them all names. Even if it leads to duplicates.

neat hare
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but is there a herman

wraith beacon
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Yes.

neat hare
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sorry, a hermann*

wraith beacon
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๐Ÿค”

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Not sure what I'll do with this new found name system.

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I won't keep their names above their heads at all times though.

neat hare
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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

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do that

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"Hermann's greatest possession was his bonzai tree"

wraith beacon
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I was thinking about a killfeed.

neat hare
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not sadistic enough

wraith beacon
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"Herman surrendered" "Hank's behind bars now"

neat hare
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"Howard is cfucking Dead"

wraith beacon
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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.

neat hare
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so the german censored version is canon?

wraith beacon
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IDK I just wanna keep TTR semi family friendly.

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And I don't want the game to have too dark of undertones.

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I just want a dumb cowboy typing game.

neat hare
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i'm just busting your balls hatsu

unique trellis
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I thought your game was an RPG for the longest time, Hatsu. I like what you have with the design so far

indigo olive
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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.

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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.

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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

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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

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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.

heavy turret
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Sounds kinda like a more streamlined unity-version of GMOD which would be pretty awesome

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@viscid sandal project looks awesome, keep it up

indigo olive
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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

candid dawn
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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,

Core Games

Core is an endless universe of games and worlds designed by a global community of creators.

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but its not centered around the Bethesda data-driven design

heavy turret
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Can anyone make and publish their own assets? or are there fixed assets you can use?

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Imo that's the big difference with these 'comunity game maker' kinda projects

viscid sandal
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@heavy turret thank ya

indigo olive
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I saw that, it's crazy! Can you imagine trying to make an engine engine + editor in ue4's toolset ๐Ÿ˜ฎ

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I'd just take the easy route and use dear, imgui xD

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which is what I'm using for my dev console in another project

tranquil oracle
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dear imgui rules

wraith beacon
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Imgui more like, eh it's okay. Kinda a bit disappointed that Overgrowth replaced their original editor UI with it.

indigo olive
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It's all about how it's used

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and the point is it runs anywhere you have a GL context, and there is so much already made for it

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need an in-game script editor? it exists

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data tables? exists

indigo olive
mighty charm
keen bear
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Nice

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Looks better than DD

hazy sorrel
mighty charm
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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 โค๏ธ

keen bear
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little bit of both

unique trellis
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Anyone here know how to port animations to the source C arms rig?

limber grail
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I can hardly even explain the ungodly things that lead up to this

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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

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Turns out the way SM64 handles importing assets is complex because y'know it's meant to be on a ROM

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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

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So I thought I'd just do some rendering with OpenGL outside of the wrapper

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But it turns out the OpenGL state machine is just totally fucked because of how that wrapper works

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So now I'm rendering the N64 scene in its own OpenGL context and then doing my own rendering in a separate OpenGL context

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But you can't share framebuffers between contexts

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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

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And then I draw it to the PC Context scene and override the depth of each fragment

untold niche
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pog penis creaturepog

limber grail
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Which allows n64 things to be "in front" of PC things even though I render the PC scene on top of the N64 scene

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anyway, monnkey

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It's 5am I'm going to sleep

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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

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This would've been a lot closer to trivial to do had I had the capabilities later versions of OpenGL offer

deep pulsar
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neat

unique trellis
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Fast3D Ucode WILDWOODY2

humble herald
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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?

crystal kraken
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wouldn't pushattrib/matrix help you here?

wraith beacon
unique trellis
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wasd to move

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x has been arrested

young geyser
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Typing to pick up items?

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That's a neat concept

topaz breach
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nah, type to reload

young geyser
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Well that's still a neat concept

hazy sorrel
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its really stupid if you think about it

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because how are you supposed to gamepad

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no gamepad no game

young geyser
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Git gud

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That's how

hazy sorrel
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that is very vr mobile of you

unique trellis
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This game looks really good though

shadow mist
tired warren
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Yeah it's pretty rad

heavy turret
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i want pcvr so bad

glad pumice
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I recently got a VR headset.

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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.

misty sparrow
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Yeah I had that

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Used to it now tho

indigo olive
hazy sorrel
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i dont like that

weak root
indigo olive
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Unreal's haunted.

deep pulsar
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me: well, the quadshot was fun, but I need something... bigger.

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much better

keen bear
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I like the ui for it

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cool

indigo olive
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oooh I like! vees very quake engine for some reason

deep pulsar
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god that display was a PAIN

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yeah, I went with low-poly + low-res 256-color textures for everything

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kinda wanted to go for an unreal/ut style but more "stylized"

gusty flame
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I love how pointlessly silly the whole concept feels

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plus the UI tracking each round obviously

deep pulsar
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the whole damn mod is full of silly things

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I can't help it

gusty flame
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dame, multiple shot types with 25 barrels sounds fun

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what's this a mod for, anyway?

hazy sorrel
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SWWM GZ

gusty flame
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o

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neat

deep pulsar
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it's just some weird weapons mod for gzdoom

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literally, that's what the abbreviation means

misty sparrow
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Thereโ€™s a robot with a big booty involved

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Itโ€™s v e r y epic

hazy sorrel
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it dosent do 6dof right tho

gusty flame
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who tf puts 3D modeled weapons into a doom mod what the HELL

unique trellis
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The only Doom mods I know of with "3D" weapons are Hunter's Moon, Doomreal, Psychophobia, and SWWZ (whose screen was posted above earlier).

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Oh, and Doom Tournament.

misty sparrow
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dont forget zrift

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and lambda

unique trellis
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Ah, right

hazy sorrel
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Quake (2) Stuff

deep pulsar
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who tf puts 3D modeled weapons into a doom mod what the HELL

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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.```
neat hare
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i read "mismatched intermixing of two-dimensional and three-dimensional" and immediately thought of gumball lmao

deep pulsar
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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.
gusty flame
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dame

near mortar
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thanks i hate it

deep pulsar
deep pulsar
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my mod has too much lore

wraith beacon
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Marisa probably has a bulletin board with all the times her characters slept on it.

deep pulsar
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yeah they all have their sleep schedules and stuff

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I also know what each character smells like

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how often they shower, brush their teeth

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their diet

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what they do on their free time

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what kinks they have

neat hare
deep pulsar
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lol

misty sparrow
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Is there a character loosely based off of doom modding GOD sgtmarkiv

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Whatโ€™s his kink

neat hare
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i don't think his kink needs to be specified. i think we all already know.

near mortar
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It's competitive hot dog eating mask, that's his kink

deep pulsar
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pffff

mighty charm
misty sparrow
keen bear
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tbf this is way higher quality than daggerhell

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at least in terms of the hand visual

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i wish the two were combined

misty sparrow
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gotta disagree

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the hand rip from daggerhell looks better than a straight crust pic of the hand

keen bear
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i guess, its just that the daggerhell hand is so goofy

misty sparrow
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i mean at the end of the day its devil daggers

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so its gon b shit anyway

keen bear
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yeah correct

mighty charm
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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

misty sparrow
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ohwait is that your mod?

mighty charm
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yep (doom daggers)

misty sparrow
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lol sorry for like taking a shit on it right in front of you

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i just think the hand looks weird

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thats all

mighty charm
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its ok โ™ฅ

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i had some real struggles making the hand, tried at least 3 times and I still think I can make it better

misty sparrow
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have you considered yoinking something from real 667 and just redrawing it?

mighty charm
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real 667?

misty sparrow
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*realm 667

unique trellis
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the resource website

misty sparrow
mighty charm
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ohh

misty sparrow
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massive repository of doom assets

mighty charm
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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

misty sparrow
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dont let me sway your judgement tho

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at the end of the day its your mod

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you do what you want

mighty charm
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Of course, I appreciate the help and honesty so thank you

deep pulsar
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delightfully devilish daggers

humble herald
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Built it a while ago and intend to upgrade and do some more with it

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but I was wondering how good it looks

coarse token
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pretty sure you have some unnecessary nested if statements

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just from grazing the code

tranquil oracle
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code review time

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  1. Naming schemes, types and public APIs should be named in CamelCase (Movement instead of movement, MaxSpeed instead of maxSpeed)
  2. Way too many public fields instead of private [SerializeField] fields, exposed to code via properties if necessary
  3. Velocity should be calculated in FixedUpdate to ensure determinism, thus you also need to buffer inputs like jump
  4. Key bindings are hardcoded, rather than exposed as callbacks or accessed through a custom input class
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that's from a cursory review

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oh and 5. You could probably use Physics.gravity and turn your gravity field into a multiplier

coarse token
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agree with everything he said except the naming convention part, I would use maxSpeed too

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camelcase was taught that way to me

tranquil oracle
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Well it's moreso about consistency

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The common style for C#/.NET is UpperCamelCase for types, methods and public fields/properties

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and camelCase for private stuff (and method locals)

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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;
    }
}
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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

humble herald
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thanks for the criticism, and yeah my camelcase was also taught to me that way

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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

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thank you both so much many of my friends are not very good with programming

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and I kinda needed criticism.

coarse token
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I wish I had programmer friends.

humble herald
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I don't. But one of them gives design input lul

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This is a script for a mech shooter

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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

coarse token
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this is unity right

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csharp so I assume as much

humble herald
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definitely

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I've just been doing this as an actual exercise in programming and for preparation for college

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also because I want to make something fun and good

deep pulsar
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I have programmer girlfriends

hazy sorrel
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eww

humble herald
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hmm

indigo olive
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@tranquil oracle honestly the _ for private fields is more of a pain than constructor disambiguation imo

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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

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I get it... though anyone that does m_varName needs to be shot.

tranquil oracle
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@indigo olive yeah I don't personally do the _ prefix thing but thought it was worth mentioning

humble herald
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Consistency I guess

near mortar
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I think that meme's filtered so good luck with that LeonApproved

mighty charm
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Hey ho, anyone familiar with DayZ SA modding ?

deep pulsar
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hm?

mighty charm
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hm?
@deep pulsar I want to understand how to change the zombies models & behaviors

deep pulsar
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was in response to the meme thing actually

misty sparrow
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Iโ€™ll allow it

near mortar
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Mod aboos malicious

deep pulsar
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heh

unique trellis
deep pulsar
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hup hup hup

olive bridge
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hup

hup

hup

viscid sandal
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Finally going to be releasing the new shareware demo running on the new engine soon. WILDWOODY1

unique trellis
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hell yeah, that looks awesome!!

viscid sandal
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Thank ya

unique trellis
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i love the protagonist immediately

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where is the shareware going to be released?

viscid sandal
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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.

unique trellis
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how does one join the discord?

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discord says i got pinged but i guess one of the filter bots caught it?

viscid sandal
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yee

outer eagle
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Ooooh shit Viscerafest Shareware coming soon!

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super keen

deep pulsar
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nice

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tho... new engine?

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you're not using blender anymore?

tranquil oracle
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It's Unity now

robust ridge
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Nice

viscid sandal
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@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...

hazy sorrel
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its really bad if you cant do properly not so complex shooty shoot vidya game in blender

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why pick blender in the first place anyway

viscid sandal
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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.

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Little did I know how terrible and unfinished the bge was.

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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.

deep pulsar
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ahhh

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meanwhile here I am, still stubbornly wanting my first game to be on its own engine

hazy sorrel
viscid sandal
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Idk about that but the ost is God like.

unique trellis
brazen copper
#

fuzzy mcfluffenstein lookin ass

unique trellis
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Lmao

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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

brazen copper
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Lol I wouldn't worry about it. I'm just messing with ya.

misty sparrow
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Syn abusing our users

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AGAIN

hazy sorrel
humble herald
#

about as well explained as taking a fucking shotgun to the book and trying to read what's left

unique trellis
#

You're welcome

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First paragraph is indeed math

humble herald
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whaddaya know, there is an actual page about it

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why is it not in the page varg was looking at?

unique trellis
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I do not write the wiki

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Don't ask me

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Generally speaking ZScript documentation is pretty poor

deep pulsar
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it's kind of outdated and being rewritten somewhere else tho

unique trellis
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Thanks gf

keen bear
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marrub is incredibly based

unique trellis
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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

hazy sorrel
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ye i already come up with idea to look into gzdoom.pk3 itself

deep pulsar
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that is the best way to learn zscript

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"look at other mods"

white sage
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also I take it you watch joel's streams?

hazy sorrel
#

who

white sage
#

you

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i'm talkin to you

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in your post to meme factory

hazy sorrel
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the fuck's joel

white sage
#

You don't know who joel is

hazy sorrel
#

i dont know who your daffy pals are

white sage
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Joel? Vargskelethor?

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Man you gotta be trolling me

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anyway I just noticed it

humble herald
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he is trolling you the PFP is one featured in one of his streams

lean gyro
#

Oh my god, I just had the dumbest Doom mod idea.

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A rudimentary real-time respiratory simulation that affects weapon bob and various sound or visual effects. WILDWOODY2

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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.

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Then everything it affects could be tied back to that system.

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Total waste of time, but I bet it'd be a hell of a learning experience.

potent escarp
#

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 ^^

coarse token
#

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

lean gyro
#

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.

indigo olive
#

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.

keen bear
#

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

waxen musk
#

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

unique trellis
#

I think the unity docs are alright

#

unless you're tryna do some shit they don't want you to lmao

waxen musk
#

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

unique trellis
#

Yeah not all functions have examples and stuff

lean gyro
#

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.

unique trellis
#

piss

lean gyro
unique trellis
#

How's the topo?

lean gyro
#

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.

unique trellis
#

That might be whats causing the issue, I think

lean gyro
#

๐Ÿคข

#

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?

unique trellis
#

Retopo would probably have better normals, too.

lean gyro
#

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.

brazen copper
#

Can you import the text as a vector and just extrude the faces back? Then subdivide it later. At least you can in Maya

lean gyro
#

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.

brazen copper
#

Is it going to be textured at all?

lean gyro
#

Nope, just a glass shader. This whole thing started because I wanted to mess around with glass shaders.

brazen copper
#

Fuck it. 92 sided faces then lol

#

Do you have illustrator?

#

I'm pretty sure blender can import ai files

lean gyro
#

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.

unique trellis
#

Can't you planar decimate if you don't care about Ngons then?

lean gyro
#

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.

brazen copper
#

Just model the # by hand and do the rest some easier way

#

Thankfully it's all straight lines

lean gyro
#

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.

brazen copper
#

Hey, jumping right in and starting somewhere is how to learn it.

lean gyro
#

Good way to drown, too. WILDWOODY2

indigo olive
#

@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

keen bear
#

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

indigo olive
#

I hate aliasing more than anything else in the world tbh. Your game can look like shit as long as it's crisp :3

wraith beacon
#

I dunno, I like chunky pixels.

#

At least, sometimes. A lot of the time I prefer FXAA or TAA smudge.

keen bear
#

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

outer eagle
#

I prefer a smoother image for the sake of removing aliasing

indigo olive
#

I lik eMSAA

#

some games TAA looks good

#

but I dont like aliasing

keen bear
#

yeah see i dont mind it at all

indigo olive
#

I dont mind pixelated sometimes

outer eagle
#

MSAA is dope but real performance heavy

keen bear
#

i dont really get why it bothers people

wraith beacon
#

TAA while being smudgy also kinda functions good as a denoiser.

keen bear
#

maybe my brain is dumb

outer eagle
#

TAA can be alright with a decent resolution and sharpening amount

#

But SSAA is based

#

but also eats up frames

wraith beacon
#

But like a lot of post process AA methods TAA kinda needs a lot of tweaking.

outer eagle
#

but great for older games

indigo olive
#

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

keen bear
#

sweet

#

hope we get to see results here!

outer eagle
#

Aye

indigo olive
#

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 ๐Ÿ™‚

keen bear
#

bro wtf google dns is kill

#

sorry totally OT

#

im just reeling

indigo olive
#

I always have google as primary and cloudflare as secondary

keen bear
#

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

indigo olive
#

F D:

humble herald
#

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

lean gyro
#

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

keen bear
#

heh, looks cool

tranquil oracle
#

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

keen bear
#

^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

humble herald
#

@lean gyro quite nice looking, what's the poly count?

#

Also zom, why u so nice

lean gyro
#

15 solids with 91 faces in Hammer. All CSG.

humble herald
#

good stuff

lean gyro
#

Thank you. ๐Ÿ˜Š

humble herald
#

welcome

lean gyro
#

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.

crystal kraken
#

should've been modeled after the SGI with that name of yours

lean gyro
crystal kraken
#

the top-left one does look like a prism tho, but iirc those are newer?

#

ye 2005

lean gyro
#

Aye, it was based loosely on the Prism.

crystal kraken
#

good shit then I'll backpaddle here

#

for some reason when I think SGI my head only pictures the Onyx ones

lean gyro
#

I always think of the Indigo and Indy models.

lean gyro
#

Y/N

humble herald
#

first version is better, more variety

lean gyro
lean gyro
unique trellis
#

gamin

crystal kraken
#

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

lean gyro
#

I should mention, these are all done with J.A.C.K. for Half-Life, this is technically mapping. Technically. chonk

unique trellis
#

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.

lean gyro
#

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. WILDWOODY2

#

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.

tranquil oracle
#

@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

deep pulsar
#

oof ouch goes the cyberdemon

hazy sorrel
#

russian overkill 2.0

#

what a shame

deep pulsar
#

coincidentally I'm buds with one of the RO devs

unique trellis
#

That's literally one of the best Doom mods NGL

deep pulsar
#

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*

unique trellis
#

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

misty sparrow
#

Marisa didnโ€™t you make that Unreal weapons mod?

hazy sorrel
#

y

coarse token
#

I have the ut99 cd on my desk right now @unique trellis

deep pulsar
#

hm?

#

yes

crystal kraken
#

down from 216 to 16 draw-calls

unique trellis
#

I had never heard of gcw-zero, how is that thing?

crystal kraken
#

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 ||

naive forge
#

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?

misty sparrow
shell hound
#

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:

https://cappuccinoguil.itch.io/meduir

itch.io

A survival horror RPG set in the dark ages where players must rid themselves of the curse known as The Brand.

#

@inner venture @unique trellis here you go, be very careful. The game CAN be finished, but it's a tight ropewalk

inner venture
#

Oh thank you for this

#

Ill try my very best

#

Not right now tho gotta sleep jukes

unique trellis
#

Thanks my guy!@shell hound I hope my toaster of a PC can handle this

shell hound
#

it's a 5 year old game, it should be fine DACON

#

Now we gotta get Dillon to play it lol

unique trellis
#

Aw, it ceased development?

shell hound
#

I don't have the original files. Only way to make it is to make it all from scratch

unique trellis
#

That's a shame

#

It looks super cool though

shell hound
#

Who knows, maybe I'll be able to put together a team to help me make an improved version of it

deep pulsar
hazy sorrel
deep pulsar
#

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

humble herald
#

....nah

#

bfg best boi

deep pulsar
coarse token
#

don't you dare trash the bfg9000

unique trellis
#

Why not combine both?

coarse token
#

cuz bfg9000 is perfect

#

almost

deep pulsar
#

ha

humble herald
#

you are making me very cross

#

bfg my freund

grave reef
#

I think I made something VERY useful once custom sounds in levels are implemented

#

Its a bit loud so be prepared

coarse token
#

middle school music class when they bring out the recorders

grave reef
#

I just realized this was modding general and not dusk mods

#

I am stupid

viscid sandal
deep pulsar
#

cries of the damned, huh?

#

reminds me of one time I accidentally procedurally generated a thousand screaming babies

unique trellis
rustic cradle
#

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 ๐Ÿ˜ฆ

coarse token
#

It isn't finished?

humble herald
#

think it needed some touches but other than that was done

crystal kraken
#

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

unique trellis
#

Is that the Volatile engine?

crystal kraken
#

no, that's from scratch

unique trellis
#

I see

#

Still looks gorgeous

crystal kraken
#

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

crystal kraken
#

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)

humble herald
#

so you made this engine yourself?

#

good god well I commend you for your dedication

crystal kraken
#

thanks, it's still a work in progress tho, my mind is still kicking and screaming and telling me to refactor code

toxic hemlock
#

i accidentally some movement tech

deep pulsar
#

good

crystal kraken
#

that a mod for the psp zombie homebrew?

pure jackal
#

It is the psp zombie homebrew, which itself is a quake mod

unique trellis
#

zombies b dancin

viscid sandal
deep pulsar
#
Demolitionist: So sad Steve Jobs died of ligma
Korax: Who's Steve Jobs?
astral night
#

Bad apple

hazy sorrel
#

awful midifont

unique trellis
#

Now I imagine the demons standing around waiting for demo to charge her weapon

deep pulsar
#

only the first time

#

the next, they know what's coming

unique trellis
#

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 :)

deep pulsar
#

hm?

#

what I'm using?

unique trellis
#

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?

misty sparrow
#

theres slade, yeah

unique trellis
#

Oh I thought slade was just for mapmaking

misty sparrow
#

no theres doombuilder for that

unique trellis
#

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 ^

misty sparrow
#

nah it was made in doombuilder

tranquil oracle
#

yeah the wad was probably assembled in slade, but romero maps in doom builder

hazy sorrel
#

you can edit maps in slade but thats pointless when you can use doombuilder/gzdoombuilder

deep pulsar
#

emphasis on "when you can"

hazy sorrel
#

what stops you from using the latter

#

And dont say linux/osx

unique trellis
#

i've tried to make slade custom weapons

#

i have noo idea how people do it

hazy sorrel
#

what do you need accomplished

deep pulsar
#

well, if you give me that condition then I can't say anything to you

#

have a good day

hazy sorrel
#

lmao

viscid sandal
tired warren
wraith beacon
#

Be Adobe

deep pulsar
#

mayo made a mistake

near mortar
#

Use the store

crystal kraken
#

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

indigo olive
#

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

hazy sorrel
#

no, kill me

indigo olive
#

I asked first

unique trellis
#

DURING THE PERSECUTION

hazy sorrel
#

ill kill u when u kill me, alright?

rustic holly
#

Nearly done with this wingman map for CS:GO

humble herald
#

isn't that the one you showcased earlier? looks badass

pure jackal
#

Some sick shit my friend

rustic holly
#

@humble herald Yeah, but with more changes.

weak root
unique trellis
deep pulsar
#

very slight height difference here

#

but I can definitely make them hold hands

hazy sorrel
#

no you can't

deep pulsar
#

yes I can, and you cannot stop me

#

they're friends now

hazy sorrel
toxic hemlock
misty sparrow
#

Yoo

#

Wutcha working on there

#

๐Ÿ‘€

toxic hemlock
#

i dont want to jinx things by saying too much but it involves vampires somehow

misty sparrow
#

๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€๐Ÿ‘€

hazy sorrel
#

fn p90

#

but wheres the f2000

toxic hemlock
#

swimming in the sea with the xm8

deep pulsar
#

oh, it's you

analog pollen
#

is that p90 from the doom movie poster

unique trellis
#

pew pew

toxic hemlock
#

with blood hands :)

#

its a placeholder tho

coarse token
#

caleb defenitley slays vampires

#

that would be really fitting tbh, blood + vampires

toxic hemlock
#

u do not play as caleb tho

#

i still use a lot of placeholders from blood rn

pure jackal
#

nah change it up

#

let the player play as caleb

viscid sandal
misty sparrow
deep pulsar
#

good ol' EVP

misty sparrow
#

i member when it was just "dark smooth doom"

#

now its pretty dang good

#

not like it was ever bad to begin with

wraith beacon
#

Yup, that's a pistol... ๐Ÿคข

hazy sorrel
#

man its like brutal doom

deep pulsar
#

lol

misty sparrow
#

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???????

deep pulsar
#

ha

#

HA

misty sparrow
deep pulsar
#

pff

weak cargo
#

working for years to singlehandedly keep doom alive

#

what a trooper

misty sparrow
#

thx mark

#

singlehandedly saved doom

#

o7

unique trellis
#

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

hazy sorrel
misty sparrow
#

i mean brutal doom is the only doom mod that exists tbh

#

clearly the only mod

hazy sorrel
#

fix this pls

deep pulsar
#

ye olde 0.l

unique trellis
#

lmao

deep pulsar
#

update your brutal doom, dude

misty sparrow
#

whats worse, brutality or brutal

hazy sorrel
#

wheres your brutal doom compatible swwm

unique trellis
#

they commit different crimes

hazy sorrel
#

dud

deep pulsar
#

brutality is somewhat more polished

#

but it's also more bloated

misty sparrow
#

brutality also has its uh

#

fans

hazy sorrel
#

bloated bloat

deep pulsar
#

ah yes

#

the fans

unique trellis
#

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

deep pulsar
#

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

unique trellis
#

to which I always have to reply that it is none of my business

hazy sorrel
#

im gonna throw Duke's movement into my mod

unique trellis
#

that is fine

hazy sorrel
#

dosent matter if i modified it

unique trellis
#

Unless then I get people.bitching about it

misty sparrow
#

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

deep pulsar
#

there is no wrong way to play doom

#

unless you ask weird purists

misty sparrow
#

what about doom rema-yeah that

unique trellis
#

why must we suffer?

hazy sorrel
unique trellis
#

i don't know what to say

hazy sorrel
deep pulsar
#

when playing with vulkan reveals how shit people are at writing shaders

unique trellis
#

how do you make a shader that does not work in vulkan?

hazy sorrel
#

i believe that also happens on opengl

deep pulsar
#

by reading from variables without assigning them first

unique trellis
#

bruh

#

BRUH!

#

Can't people.read the first chapter of any C coding language

deep pulsar
#

the motion blur shader was well known to have that problem

#

turned the screen into a deep fried checkerboard of clown vomit

misty sparrow
deep pulsar
#

pfff

unique trellis
#

gummy rocket launche

deep pulsar
#

obligatory reflective floors

misty sparrow
#

took me a sec to find this cause doom remake 4 has skewed all the funny doom 3d remake results on google

unique trellis
#

that is how all floors look in real life

hazy sorrel
unique trellis
#

this place has now become cringe-modding

hazy sorrel
#

thankfully we dont have monikawads

deep pulsar
misty sparrow
brazen copper
#

I can't wait for the new one

misty sparrow
misty sparrow
brazen copper
#

It's gonna have multiplayer

#

Proper pvp

#

So it's already better than doom eternal

misty sparrow
#

RooM Eternal will have deathmatch before Doom Eternal

deep pulsar
#

;

#

rly tho

#

running bd with my mod?

topaz breach
#

IISII MODO??

hazy sorrel
topaz breach
#

I'm more surprised he's using brutaldoom and not hdest

hazy sorrel
near mortar
#

Brutaldeous Doomstructor

unique trellis
#

but why would he run 2 gameplay mods at the same time

unique trellis
#

cause using your brain is hard

#

why would you want to use it

toxic hemlock
unique trellis
#

okey but wheres the blood decals

toxic hemlock
#

the playerpawn drank them

#

i did say it involved vampires

hazy sorrel
#

No floor/ceiling decals 0/10

unique trellis
#

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

toxic hemlock
#

i have randomized their velocities as much as i wanted to but they are all 8x8 cubes with 5 mass

unique trellis
#

you have not randomized the vertical velocity it seems.
Mass is irrelevant for velocity calculations

toxic hemlock
unique trellis
#

then why do they land at the same exact time?
Can you show the whole line

toxic hemlock
#

rngesus ig

unique trellis
#

bro please put a space after the ,

toxic hemlock
#

no

unique trellis
#

well atleast you're probably not using GNU style

toxic hemlock
#

what's gnu style? like the opening brace on the same lines as the function?

hazy sorrel
#

even i put the spaces

#

And i have no fing clue how to code

unique trellis
#

i am glad somebody else brought up spaces

deep pulsar
#

oh god not gnu style

toxic hemlock
#

oh dear god what the fuck

#

why does anyone write like that what the fuck

deep pulsar
#

I think it's very clear that richard stallman is not an ordinary person

toxic hemlock
#

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

unique trellis
#

tfw you will never be as cool as RMS

deep pulsar
#

eating your own foot mold like a boss

unique trellis
#

tfw you have to install non-free firmware ๐Ÿ˜ข

deep pulsar
#

heh

sharp vortex
#

Trying to make crispy PBR textures. Not sure how I can make it chunkier.

wraith beacon
#

Go all the way and make em 16x16.

#

Or 8x8. Or 4x4.

sharp vortex
#

hmmmmmmmb
perhaps

sharp vortex
#

I settled for 64x64 and it looks pretty good I think

#

still not perfect though

coarse token
#

rookie numbers at 4x4, go all the way to 1x1

sharp vortex
#

solid color is the only way

sharp vortex
#

now we looking pretty crispity crunchity

unique trellis
#

Swingin' around

surreal rapids
#

what skybox shader does Maximum Action use for it's skyboxes (panoramic?). Same question for Dusk (if it differs)

robust ridge
#

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.

https://youtu.be/nJZnIwGjgLk

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...

โ–ถ Play video
unique trellis
#

Nice, but can you make DooskTag?

unique trellis
#

Also wow I can't believe we have an actual working multiplayer dusk!

viscid sandal
unique trellis
#

Yo Viscerafest has hands

viscid sandal
#

Always has space_man

rustic holly
#

Still pushing updates for anyone whose interested

#

I just keep finding stuff to change

robust ridge
#

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.

tranquil oracle
#

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)

robust ridge
#

Oh, interesting.

hazy sorrel
unique trellis
#

Konrad trying to learn blender is the most painful anime character

humble herald
#

ah you'll get it

#

it becomes second nature at a point

keen bear
#

well now that it has a human usable ui

#

its less painful

toxic hemlock
#

i may or may not have made a terrible mistake

unique trellis
#

Projectile negation is an important mechanic

toxic hemlock
#

it can even reflect BFGs

unique trellis
#

10/10

unique trellis
#

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

ebon summit
#

Hey lads

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It looks something like this

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dang, I can't post pictures?

prisma basalt
#

link pics. new users cant directly upload until rat rank

ebon summit
#

oh, alright!

shy hatch
#

Seems interesting, i'll take a look later

ebon summit
#

I'd appreciate feedback, especially regarding difficulty tweaking

#

and everything really

shy hatch
#

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?

ebon summit
#

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

shy hatch
#

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

sharp vortex
#

I really like how the monsters look

ebon summit
#

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

toxic hemlock
#

lowkey thinking of maybe scrapping the guns and making my thing fully melee based

candid sky
#

@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.

ebon summit
#

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 ๐Ÿ˜„

#

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!

unique trellis
#

@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.

dire tendon
#

It's hard finding relevant blender tutorials that aren't 5 years old.

desert notch
#

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

dire tendon
#

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.

main chasm
#

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

crystal kraken
#

@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

dire tendon
#

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

crystal kraken
dire tendon
#

isn't that part of a playlist?

crystal kraken
#

yes

dire tendon
#

can you link the whole thing?

crystal kraken
#

it is the long road, but it will give you experience in a lot of little details you'll need in the long run

dire tendon
#

my main worry is that I will forget somethings during the course of the series

crystal kraken
#

ofc you will, you won't fixate it all without practice

#

but first comes learning the basics

dire tendon
#

I'll check it out later on

crystal kraken
#

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

dire tendon
#

what are good wings 3d tutorials?

#

most seem to be years old

crystal kraken
#

I'd have to google for that one

dire tendon
#

Part of the reason why choose Blender is that it's easier to find relevant tutorials

crystal kraken
#

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

dire tendon
#

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

crystal kraken
#

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

dire tendon
#

Is there where you paint an image over the mesh?

crystal kraken
#

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

main chasm
#

I guess I'll try again:

Would anybody know how to properly set up Trenchbroom?

crystal kraken
#

for what, quake or dusk modding

#

youll find material there on how to do it on the stickies

main chasm
#

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

spare scarab
#

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

main chasm
#

I watched that tutorial

#

I think I got the Master version

main chasm
#

Yeah, I'm not sure what to do sadly

unique trellis
#

Hello I would just like to say it's 2020 and modeling still sucks

neat cliff
#

what happened to the guy who posted the cart game here almost every day did he finish his cart game xD

surreal rapids
#

Anyone else remember being 12 years old and modding Quake 1 with Worldcraft off a Quake tools cd bought retail from a store in Cadburyโ€™s Chocolate Village ๐Ÿ‘Œ

#

Cause those are my golden memories

unique trellis
#

You mean new blood cart?

coarse token
#

that's @wraith beacon 's new blood kart you're thinking of

hazy sorrel
#

NB Kart is cancel

neat cliff
#

why was it cancel was coming along pretty well ๐Ÿ˜„

unique trellis
#

rip nb cart

dire tendon
#

what's new blood cart? I mean, I got an idea from the name alone but I wanna know the details.

unique trellis
#

nah just a meme thing Hatsu made

sharp vortex
#

Finished the latest update to my Garry's Mod map

#

A nice flesh swimming pool

#

There's more, but dont want to be spammy

keen bear
#

โ„๏ธ

sharp vortex
#

Alright that's it I promise

#

This is all the same map by the way, if you're confused

unique trellis
#

Nice!

ebon summit
#

Looks awesome. Very spooky

main chasm
#

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

unique trellis
#

bro u grabbed the source code

main chasm
#

That makes sense

#

Ok, what do I need to get

unique trellis
#

"TrenchBroom-Win32-v2020.1-Release.7z"

main chasm
#

Thanks, github is failing to load right now so I'm going to give it a few

unique trellis
#

Yeah they seam to be having problems

main chasm
#

Nvm, solved the issue

unique trellis
#

๐Ÿ‘

spare scarab
#

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

hard valley
#

you could just use a waypoint system with a simple distance check for the player, if you only want to test something that is

spare scarab
#

is that going to be like the distance on the navmesh or just the positions

hard valley
#

the positions

spare scarab
#

so like the player will be detected behind a wall if close enough?

hard valley
#

yes but you would be able to add a check for when it is equal to the angle of the direction that your object is moving into to avoid that

#

like those vision cones you see with Gloomwood enemies