#general-modding
1 messages · Page 64 of 1
So I began to learn Trenchbroom, and after using Doom Builder 2 for 3 months I wasn't really prepared for the transition lmao
But, I have began to create a test map, so that at least something
#viscerafest #indiedev #gamedev #fps #retro Been available on our discord for awhile now, but I thought I might give ya'll a peak at the opening https://t.co/ENG24E9Yqu
well since the link doesn't like me https://youtu.be/LfQjB_-HukI
Viscerafest is a singleplayer focused first-person shooter developed by acid man games in collaboration with fireplant games and Markie music.
The year is 3796, and you are Caroline Paige. A bloodthirsty, psychopathic, mercenary who wants nothing more than to marry her wonder...
Nice. Is the game coming to steam or something?
I'm quite looking forward to this since i've tasted that blender demo from years ago.
Also, Doosk: fast firetotems can now be stacked and zscript version of the blistering heat improved.
A Doosk update with multiplayer compatibility should come anytime on july.
https://cdn.discordapp.com/attachments/276046939626143746/733125295145615450/2020-07-15-2146-33.mp4
@robust ridge we've been porting the game to unity and overhauling/improving a ton of stuff, we'll be releasimg a new demo soon.
Soon ™️
Its actually kind of paunful to play that blender demo now
This is probs more game dev than modding but im always up for feedback, just an FPS game im working on, if any1 be up for trying it that be nice
https://ks98.itch.io/the-long-road-back
games are welcome here
(i suppose)
Thats good then, was the only chat that made sense posting it in, noticed a couple of people shared some RPG games so i figured it wouldnt hurt
@viscid sandal that cinematic inspired by thief cutscenes or its just me 😄
Actually it was inspired by the opening to immortal redneck
Id never seen theifs cutscenes until civs vid
Theif is kind of one of those "yeah I might play it someday" kind of games for me. Got a large backlog of stuff and its not really the highest on my list.
Dooskworld update is now available!
While you wait for few hours for moddb to authorize the files, here are some instructive information about new things this update brings, plus a glimpse of some upcoming features planned for the mod's future =P
After a long time I finally fixed the UVs in this level.
whats that a level in?
A game I'm making called Type to Reload.
oh no
What if we kissed in type to reload😳 😳 😳 jkjk unless
Would be cool to have a game dev channel but here seems appropriate to ask, when picking an engine for a first-time project, what kind of things should I consider? I know Unity and Unreal are popular but I'm trying to look past that, more like things that a noob would want to avoid
well what you trying to make
3d, first person, I'm still outlining things but that's the big idea
I'm awful at art so I will probably go with a lower-res style
Plus I like the look
And you don't have any experience with coding?
Got a degree in C.S, few years professional in C++
ah then you should prolly go with Unreal, it has a default fps controller and you can write in C++
Okay, I'll start there. Thanks for the insight :)
UE4 for certain imo
especially since you are already familiar with c++, UE4 also has visual scripting with blueprints, they are less optimised than code, but great for prototyping/or those who arent too familar with programming
ew blueprints
they get the job done lol
how much less does depend on how badly its scripted tbf, say using the event tick inside the level 
If it's good enough for Epic it's good enough for me 
It's successor is still happening.
hell yeah
If I want to start working on lower-poly models/meshes is Wings3D a good place to start?
I saw someone reference it in #dusk-modding and I don't think I'd need something like Blender/Maya for what I want to work with
I wish I had the drive to learn modelling
if it's low poly then probably anything works I'd imagine.
I'm prob gonna be terrible at it since I've never done it before, but the whole project's a learning experience
Havent heard of Wings3D, I'm most familiar with 3Ds max, but Maya and blender seem decent enough, and blender is 100% free last time i checked (havent used it yet myself though)
Modeling is one of those things you just get better the more you use/practice with it, say using vertices points to make basic shapes is a good start, only thing that im not really comfortable with is 3D animation, be it in say UE4, Maya or max
Yeah, I'm probably diving in too deep without the basics down, gotta back it up
blender is very good for building and sculpting models out of simple shapes and then refining
massive learning curve but that's a given for pretty much any 3d program
wings3d is based
also hatsu is right, i wouldnt use ue4 just because you know c++
the entire engine is designed around the use of blueprints
even the AAA, high budget, top of class ue4 games use blueprint
if you use it, id try to consider c++ as ancillary to that system
Yeah Blueprint and C++ are kinda designed to be used in tandem.
And even if you avoid Blueprint you'll still have to work with all of the other node based things.
Like the material editor, or anim blueprint, or niagra, or the sound system.
as an example, we've shipped 2 ue4 games, that together use probably less than 5% custom C++
I've never used UE4 C++. I should probably learn it though.
im not convinced its necessary, helpful yes. but required no
obviously it all depends on your application
but for something like a first person shooter, ue is at its core designed to make fps games
and excels at that
Yeah UE4 is mostly made for games that involve the player controlling one character at a time.
You can make other things of course but a lot of it's systems and abstractions are built around a pawn, controller, gamemode system.
Yeah UE4 C++ is nightmarish, if you want to write code, absolutely go with Unity
its comforting to know that everyone can agree on how bad the unreal c++ is
What are your problems with ue4 c++? Overall feels pretty normal coding to me, just memory management cut out :P.
It's like working with bad 90s C++ code
The API is garbage and often lacking, it's littered with boilerplate and macros, and the engine code is an eldritch being
also cutting memory management out in this case isn't a good thing imo
I think often with UE4 C++ users are in the situation of "if you haven't experienced good, bad doesn't seem so bad"
yeah i just kind of am used to it and writing my own code for everything, documentation rly sucked so bad I've just started to learn how to write whatever I need and related myself hahah. I usually feel that my own code is a bigger problem than any unreal API haha
doesnt feel that much different anymore than writing normal software in java or whatever xD
i sometimes look how features are programmed in unity and normal c++ projects and just try to write my own the same way and idk doesnt really feel that much different
but its definitely much slower than in blueprints xD
productivity wise
Divine Frequency enemy variety lookin lit
Is that a mod for blood or doom? Seems weird to only have 1 ripped enemy from doom, wait 2
Discussion about ZDoom
lawful good
Lawful Neutral
True Neutral
Lawful Good
True Neutral
I can't quite tell what some of them are, or how they're different
what's different between chaotic good and chaotic neutral
Chaotic good is like a slope between each step while Chaotic Neutral seems to be like a slope that leads into a step?
Considering I map with gzdoom builder, i'm all neutrals.
Stairs for style, ramps for laziness and lifts for "fuck stairs and ramps" moments.
there are actual videos about de_dust 2 "spiral staircase" and how it has evolved
if you just did everything like true neutral movement over stairs wouldnt feel that natural with sharp upwards movement every time you step on the next step
The spiral staircase in Dust2's B tunnel has long been a topic of controversy. But now Valve have addressed the pressing concerns that we had about them and we're left with the smoothest steps the game has ever seen.
0:00 - The problem
1:13 - 45 degree angle VS ramps and stai...
this what you're referring to?
yea I seen that
Not had much free time recently but ayyyy camera space vertex swimming
Just enough to be nostalgic and not so much it's annoying 😂
will probably get tweaked whenever I actually get some art done.
Currently set to a 1cm precision but can bump it down per object or globally :3
Oooo.
nice
So I noticed that something similar has been asked before, but I'm gonna try again. I want to make an FPS with simple graphics. I have tried both UE4 and Unity, and I think I have a preference for Unity so far. I prefer C# to C++, and don't care for blueprints. I get the impression that UE4 is more feature-rich, but at the same time you have to do things the "UE" way, or not at all. I might be wrong, though. At the same time I keep reading things about Unity being in a bad place right now. A lot of deprecated APIs, new features announced as others are left incomplete, and general instability. I guess what I'm asking is ... For someone with programming experience that wants to get into making 3D games, where do I start? Should I just suck it up and learn C++ in Unreal, or go with my gut and use Unity? Any insight or opinions would be appreciated.
Unity for sure
From what you've stated I don't imagine you'd benefit much from switching to UE4
I'd also argue that in many places Unity is far more feature rich than UE
Huh, that's interesting
Its API, while not without its own issues, is far more versatile and developed than UE's
Thanks for the input! You basically told me what I wanted to hear, which can be a little ... dangerous? 😄 No, I'm thankful, but I guess I just want some arguments from the other side, as well
np lmao
on topic of high skill coding and unity
i cant make a spoon AI
well i kinda can but after the player moves for some time it just drives off into the distance so like can somone help a complete newbie in coding
i can paste the ai in a moment
I'm about to be afk for a bit but once I'm back I'll take a look
What does spoon AI mean?
i made a spoon and gave it ai
cant even call this code but i barely have any idea what im doing
`public class chase : MonoBehaviour
{
private UnityEngine.AI.NavMeshAgent myAgent;
public Transform target;
void Update()
{
myAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
myAgent.SetDestination(target.position);
}`
problem is - the object with this script works fine for a while but then just starts moving off into the distance
Does it reach the destination before going off into the distance?
Or does it overshoot the destination, maybe?
the destination is the player
so it may just chase for a bit and then start going off without reaching the destinaton
it's a spoon, what were you expecting
true
Do you need to keep updating the destination for the NavMeshAgent?
Now you just set it once in Start(), but maybe you need to keep adjusting it in ... Update()? I don't know Unity, so I'm probably not very useful here
hmmm that is a good point
i'll try that thank you
oh wait it was in update in the first place i was just screwing around trying to get it to work
start didnt work
yep
Well, could it move outside of the NavMesh?
The spoon, I mean
It needs to be on top of a navmesh to be able to navigate, right?
i dont think it can
there are zones where no navmesh in present but it's just a small circle around trees to make it not get stuck
Ah, I see
Have you tried logging the value of target.position?
Just to see what values you get back when the spoon "moves off into the distance"
soooo im bad at code, that would be
Debug.Log(target.position); ?
If Debug.Log is how you log things in Unity, that looks right to me 😛
They just change as the player moves around?
as an example, we've shipped 2 ue4 games, that together use probably less than 5% custom C++
@keen bear out of curiosity, which games where they?
amid evil, and unfortunate spacemen
unfortunate space boi
yep
hmmm but i think i might have somewhat figured it out because the player and the spoon have different heights
so maybe it freaks out when it's trying to move lower but cant
woah, thats pretty neat ngl
unfortunate spacemen contains a VAST majority of the custom c++ between the two, but its not much, and really only there to fix bugs with ue4
and some dedicated server stuff
amid evil is very nearly 100% blueprint
What would your recommendation be, @keen bear? Unity or Unreal for someone just starting out, wanting to make an FPS with low quality graphics?
if youre not keen on blueprint, absolutely unity
and even if you are, personally i still personally prefer unity
not that ue4 is bad by any stretch of the imagination
but for my personal workflow, i like the structure of unity
you will spend more time building tools and code in general with unity, but that also means you have more say in its design
thats pretty intesesting in regards to amid evil, im only good with blueprints, as a result i sometimes wonder if i will need c++ for an upcoming fps game im doing, as performance on various machines concerns me a little
honestly, blueprint is very nearly as performant as C++ if its structured well
I really appreciate the input 🙂
and yes, some of that heresay is true
there ARE features in unity that are deprecated or unfinished
i wont deny that
especially if multiplayer is your thing
theyre between states
but beyond that, MOST of whats there is pretty well developed
Yeah, as far as I understand there is no official solution for MP in Unity? I thought that was important, but I have decided my first game will not have multiplayer ...
the thing is, if you DO decide to do multiplayer, theres a good array of third party solutions that work well
I made a small browser based multiplayer game, and that was painful enough
photon, mirror, mlapi, etc
I have barely looked at them, but will keep them in mind for the future. 🙂
Ironically, when i was first taught ue4 in college, couldnt get a door working for like 6 weeks, compared to 4 years later, i kinda look back on it fondly, think its one of those that just can take time
Dusk is made in Unity, right? What about Maximum Action and Gloomwood?
yep, all 3 are unity
ultrakill as well
gloomwood is far and away the most well structured project we've started
might be an odd question but what engine is Super Galaxy Squadron made on
thats actually game maker studio 1, but the coming update will put it on game maker studio 2
oh hey cool
we arent afraid to try different engines
but what about clickteam fusion 2
Any tips on structuring a Unity project? Or resources to learn about stuff like that. Maybe not engine specific
Honestly I want to get familair with Unity, but i dont want to derail my motivation with my ue4 project
yeah i mean, if youve started something, keep going
dont end up like DNF and switch engines 8 times
I have decided to go for Unity for my first project now. Thanks, confirmation bias.
coming from a complete newbie in everything - i got pretty used to unity in a couple weeks even if anything i do is barebones compared to UE4 when i didnt even understand anything with tutorials
as for structuring a unity project
Also thanks, @keen bear and @tranquil oracle 🙂
theres a lot to be said on that topic, organization is a good place to start
So, we're talking one giant file, 700 methods, 9000 if tests, right?
https://github.com/IFlippie/Jumping-Jack
idk if it'll be of any help to any of you but here's a game in Unity that I made 6 months ago
also, time to shill some of zombies code
this can help organization in a unity project!
currently in use in gloomwood
can't you just use empty gameobjects for that aswell
that is kinda really cool actually
i cant finally look at some organization code and maybe learn a thing or two
Ah, yes. Scene Hierarchy Folders. I know some of those words.
But of course, it's so simple, so elegant! Why didn't I think of that?
Jokes aside, I will keep this in mind, and try to understand what it actually does
I get the impression that it is common to extend Unity with different editor features. Are there any common or useful ones I should know of?
so
having a deep hierarchy has a performance impact
these folders get removed automatically
and have other properties that gameobjects dont normally have
Ah, I see!
@spare scarab Your code looks correct, so it must be some weird setting on the nav mesh agent related to distance or something
thanks for the check zomb
How do you get textures on your weapon models for maximum action?
@analog pollen do you have an estimate of how many people play ultrakill with PSX mode on?
no idea
0 players 
no one likes ps1
you mean
psx
PSX didnt had the constant geometry warping tho
Modern hardware can have vertex jittering too if you have enough floating point errors 😎
dusk being the prime example
lol what was that one lovecraft story where a witch could enter different worlds/dimensions through some crazy geometry
reminded me of it
UltraDusk
texture swimming and vertex dancing are both really unfortunate drawbacks of the psx
I dont plan on adding texture swimming
I just think that the slight jitter makes things a little surreal
I just found this in the wrath source code... if I not wrong.... what it does here is every single time you land, it opens up a text file and checks if the texture name is in that file, if not it opens another text file and does the same... for like 8 files....
Yeah that's... pretty bad
Dunno why they'd expose stuff like fopen to QuakeC either, assuming that is just a straight call to it and not a custom function with the same name
to be fair do you really need a huge amount of efficiency for games like dusk, wrath, etc on modern hardware
The most hardest, insane and crazy wad which i even played. Big problems with health, over 23000 monsters and Chillax's difficulty.
If Holy Hell too easy for you then you can check out this.
Music: Knightrider of doom - Legend of Black Sun
Get WAD http://doomedsda.us/wad2750...
Why not expose fopen ?
for example, just goes to show how much you can get away with with old games
/ "retro" games
system calls might be necessary too
Eh if you take nasty shortcuts a bunch it eventually adds up.
Personally I would expose fopen but for this use case I'd write an engine function that loads these files at load time and quakec can just query them
I wouldn't expose fopen directly but rather a similar API that uses a virtual filesystem under the hood
Basically just tie it into the VFS that quake already has
I dont think Wrath makes use of the VFS for quake tbh
the assets are just kinda floating about
It's not using a pak or whatever
pak is just something that can be mounted to the vfs
but real folders can be too
pak's like
a blob folder
scientific term I swear
I was doing my monthly "do I bother learning quake engine" thing
looks like fopen is indeed a VFS file open function
see I look at this
which is a relief lol
lmao
The Quake source is actually really nice to go through
Might be a bit esoteric if you don't have much C experience though
Yeah my issue is documentation
VM_SAFEPARMCOUNT macro
tf is it
google wont tell me
I can inferr
That might be a Darkplaces thing
Yeah that macro doesn't appear in stock Quake's source
I'd probably use fteqw if I was gonna
which seems mode ducumented than the rest
but still
yeah
hats off
dude just decided to octopus rebase every single quake engine fork with dusk
teh madman
me running Arcane Dimensions in Dawn
Yeee haw
me playing arcane dimensions with hl assets 😎
Hello Johnny
waddup
I'm watching system shock videos lmao
Does anyone know if theres like, a table of contents for textures?
Ive got the entire bitch unpacked and sitting in front of me, but guessing and manually reassigning textures to materials in unity will kill me before I even get Creations done
each mesh, when exported, links back to a numerical texture, and quite a few of them are the same (the ones with the same material), but the textures are not labelled with these numbers
im gonna shit like 8 bricks
how did you rip the models
and what "numerical texture", sequential from 0 to whatever?
You can grab the meshs Material mainTexture?
else you have to look into the shaders properties
Sounds like an issue with whatever export tool you used
Still updating my System Shock 2 rebalance mod, now with revised upgrade costs to incentivize character specialization
https://www.systemshock.org/index.php?topic=11194.msg133765#msg133765
°DML System Shock 2 - Rebalanced Skills and Disciplines by RoSoDude aims to rebalance the game's RPG systems and provide more meaningful differentiation in character development. Highlights include new repairable batteries and prisms, a rearranged Heavy skill weapon progressi...
#viscerafest #fps #indiedev #gamedev #pixelart Oh boy... https://t.co/7qeei4iOiV
I have found a better export tool!
UTinnyripper can export ENTIRE SCENES
The only issue is that the scripts are out of date, but that objectively doesnt matter for what im trying to do
and + its simple namespace errors, could probably be fixed EZ
uTinyRipper is great yeah
In which format are the maps extracted? Just curious about it.
well it extracts a scene file
Yeah, it just straight extracts everything
from here I have to delete everything that isnt the models , then bake the models and lighting
then export to VRchat
for my personal prototyping purpose only, do not distribute
was told this is the better place to post it
at what point do i get to ask dave & dave to give me $100,000 and make a game out of this
When you send him the demo
https://imgur.com/HhAqm4t gonna have chasm in doom soon!
THE TIME HAS COME BOIS!!! https://twitter.com/Awesreek/status/1287084751501877248
The time has come! #Viscerafest is at hand! Join our server and play the demo today! https://t.co/3nbEBhtpDe (art by the amazing @MKDouma6 ) #fps #retro #indiedev #gamedev #demo #SOONNOMORE #screenshotsaturday #indiegame #pixelart

You cant really, unity cameras break at 180 fov
like rendering issue or what
Havent tried it with UE4, though it would probs also break when setting 180
@hazy sorrel oh no
besides everyone knows 360 fov is the best 
panini projection ftw
fuck panini, me and the boys only do mercator
i think treating the players eyes as a camera is an awkward necessity/compromise
That fov text thing will have to be fixed.
I wonder, aside from the weird ass experiments like blinky did anyone actually try making a game with the weird ass projections?
probs not
players freak out when they get a vertical fov instead of a horizontal fov
could you imagine if they were presented with that
many keyboards would get broken by projectile vomiting methinks
jfc can you imagine playing descent with that
90-100 FOV is good enough for me a lot of the time
90 FOV is vomit inducing for m
Good compromise between peripheral vision and distortion.
I do not miss those times
110 forever
90 was fine until I realized there were games that allowed for more
In the same way I was fine with EDuke until I played games that had proper mouse view interpolation
I hate when games limit your minimum fov to something stupid like 90-110 So I said screw it ALL THE FOV'S
I can handle 70 but prefer 110 in every game, anything higher and it becomes hard for me to track targets in games like quake live
120 is kinda the upper limit of FOVs for me.
a big deal with fov preferences is your monitor size
and how far away do you sir from it
120 is where the distortion really starts to kick in.
sit*
like for me having a shitty laptop screen and sitting at a decent distance makes it pretty much a given to use 80-100 fov
however using a friend's ultra-widescreen setup for a bit made me switch to 120 real quick
Pretty much the above.
In my home i can deal with 90/110
But in a friend house and his big tv, i go like 110/125.
it'd be fun to see what the community creates for ultrakill, assuming there is gonna be any kind of mod support
MMMMASTER F O V
Personally, I just stick with 90 usually for the most part
great now I feel like I have to make a tech demo for a game with 360 fov
First 2 levels of Quake (1996) played with Blinky.
First level is played with 180 degrees FOV and the second is played with 360 degrees FOV.
Blinky is a Proof of concept to put peripheral vision into games (without VR goggles). Explore this interesting space by playing the ...
God that makes my brain hurt
Not enough FOV
W I D E Q U A K E
So I've never used VR or even watched it really, but humans have like 200 FOV between their two eyes...
The visual errors obviously are caused by being projected onto a 2d plane- Does VR fix that somehow? Or does VR also limit FOV?
UNNNNNLIMITED FOVVVVVVVVVV
I wonder if you could play with a very large fake FOV in VR
I wanna be able to literally see behind myself
don't people already complain about nausea when using vr
#viscerafest #fps #retro #pixelart #indiedev #indiegame #gamedev Though I might give you guys over here on twitter a small taste of the demo with the Prelude: Intruder Inbound! https://t.co/PNsxHhgNGV
Viscerafest demo is awesome btw. Loved it. Levels are very short though, that would be my only concern moving forward.
Is it possible to upload videos on here directly or do I have to go to youtube and all that jazz
you'll have to upload somewhere else and link it if you dont have the rat role yet
@ebon summit levels immediately start getting longer after the demo's end.
Also thank ya
Not a huge achievement, but I managed to get Realtime CSG working and some basic wandering AI that actively avoid obstacles
csg?
Constructive Solid Geometry
The actual plugin I'm using is Realtime CSG though
it's a level building tool
Better than Unity's ProTools for sure
im assuming thats unity because of the lack of lense flares
though a bit buggy in my experience so far
rip
can i ask what the overall plan is?
i assume therse more to it than throw away trash
lmao yeah
I've got two ideas, but they'll likely both use similar stuff and scripts
Which one I go for first depends largely on what is closer to being done by the time I get a lot of the events and mechanics done
My next course of action is modeling and animating a creature which will take the place of these walking cylinders
oh exciting
ive been sitting on an idea for something i want to draw when i learn how to
i could make a shitty horror game based around it
the models are good, gameplay poopy
The "pick up trash" thing was me getting an item pickup system to work
are you going to do something along the lines of monstrum?
spoopy stuff you gotta avoid that has more than 2 braincells
They're both gonna be horror related at least, yeah
you ever play power drill massacre?
I've seen a lot of videos on it
i was gonna say, if you wanna do pants shittingly terrifying, s o u n d
oh exciting
and I want to make my own music for it
That's still all just hopes and dreams though
who knows if I even get that far lmao
my biggest blocker is procrastination
lmao
same
ive been wanting to do something along the lines of erm
slayer's repentless album cover
wont post it here cause it's a slayer album cover :/
isn't repentless just a picture of jesus' head? I don't honestly remember if that was all or if they added like a bunch of blood or not
it's that but gore
man when i explain it like that it sounds really shitty and gross
i really like the idea of body horror, something like that one enemy in dusk that i hate hate hate hate hate hate hate hate hate hate
or just the entirety of silent hill 2
I think I've talked about this before with others, but like, it's really hard to make games actually genuinely scary- even harder in movies I guess, but like, the player can always turn off the game or pause it and so on.
How do you plan to make it actually terrifying?
well
power drill massacre does it in a way i like
aka being hard to control and just so fucking
agh
theres nothing like hearing some stippy steps and just
i cant even explain how much i dont like power drill massacre but love it at the same time
but it wears off pretty fast
eventually it loses its spook factor, but that happens with everything
tbh I think the only real way to make a game scary is to immerse the player enough to the point they feel like they're in the shoes of the protagonist/"victim."
When you can accomplish that, you can make the player feel like they're actually facing down a monster yknow
yeah
thats what PDM does almost
you forget that you're playing a shitty looking ps1 era garbage fire
oh oh oh oh oh oh oh
Only game that ever has been able to do that to me is outlast 1 non-dlc, I think to-date it's the only game that I've ever been scared to continue playing
amnesia does it really well IMO as well
i fucking hated how it went
"hold shift to run"
and i was fucking terrified for the next 15 minutes that i was about to die
I like outlast as horror because it can show you the monster and still make you afraid, without relying on jump scares or anything. The number one rule is to obscure the terrifying thing, but outlast manages to do it regardless of that, probably because of the big guy that follows you everywhere
And I guess the fact that it's super hard to do that is why I've never been scared of videogames/movies other than outlast
i like the way PDM does it because it's not the "hehe hoohoo jumpscare scare you and now it's gone"
no it just keeps going and going and going
it instantly kickstarts an equally intense run for your life
you ever play system shock?
My dad did and I watched a bit
nice
I was terrified of it cuz I was like 6 at the time
lmao
Something else that good horror games should strive to do is make the player character a vessel, but give that vessel enough character that you can kind of get a feel for the world it lives in
system shock do that real well
it's not even a scary game though is it? I thought it was like action or something
i fucking hate that game
but in a good way
nah it's survival horror
very tech based
SS2 is spooky at least
very body horror
dying is very icky and i dont like it
shodan wants to kill everyone and creates these grotesque abominations that just kinda roam around and try to kill you
and it's so intensely oppressive
all these notes of people trying to hold off the mutant hordes and robots
SS1 is just kind of DOOM in space with some unsettling imagery told through voice logs
Now all I can think of is being like 14 and my dad not letting me watch him play shadow of chernobyl because my mom had seen the m rating on the disc
I disagree, but w/e
damnit i need to play system shock again
im talking about the first one btw
never played the second
Me too.
oh alright
I need to get back to work on my not-horror game
pfft
but I won't cuz I'm gonna play vermintide instead
you can't go wrong with seasons in the abyss can you?
slayer is an anime confirmed
I have finished a map. It is thicc and girthy
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-public-beta-by-bridgeburner/
23 hours ago, Odan said: Damn these screenshots are making me feel happy just looking at them. Will definitely play the demo and the full bersion when it releases, as well as your earlier projects. Cant wait! Glad to hear buddy. Yall well be kept posted ;)
what the hell
yes this is hell 😈
i want to open this in gzdb
lot of detail on there for sure
looks like one of the hub areas on zdaemon deathmatch servers
you ever want to start doom mapping
and then you see shit like this
goddamn those are quality maps
now the question is how do they run
yes, it always turns me down
I want to work on mapping at some point but honestly
I'm so all over the place with this stuff I dunno if I could ever make something let alone release it
not to mention the sheer quality people keep putting out
like that is insane
you download them, you edit them, you make them
Seems legit
i mean
doom maps like that take months to make do they not
because of how obtuse map editing is
@weak root send this to Decino 😮
I want to hear his voice say "the new blood discord told me about..."
hes got his viewer request 2 coming up
if only he'd make more analysis videos
not even doom tbh Decino has some really interesting findings about games and I'm most curious about them
Kind of simple to do, but I think this is still very neat.
Got some random "mumble" dialogue going and letter pop-in for environment context stuff
send this to Decino 😮
@solar inlet i may have let him know about it
From what i have seen id be suprised if he doesnt play it so aslong as you get it to him in time
yeah i'm definitely gonna try get it in for the september submissions
WE JUST RELEASED OUR FIRST PATCH FOR THE #Viscerafest DEMO!!! Be sure to join the discord and download it today!!! At https://t.co/dSgHrm2KRa
I fucking love Russian Overkill
@sharp vortex what engine is that?
Ive been wanting to put this on gamejolt but im not sure what the policies are on 'demos'
Ive already got it on itch.io, but ive read different things regarding uploading demos on gamejolt if they are on different sites or something, could be wrong, can't seem to find a solid answer
ahhh, may as well do it then, think as long as put the full version on both itch and gamejolt when done should be fine
https://gamejolt.com/games/thelongroadback/521814 done, may as well drop the link here
Counter-Strike mappers here?
@muted stirrup yeah, I'd priorly been using gamejolt as the site for the old super outdated shareware demo, so I don't think you should have any trouble.
thats good then 👍
Kinda doubt they'd change their policy on that since then.
Yeah, I think the post that i read about that was like 4 years ago on the forums, and ive only really known both itch and game jolt within the last year, so had no idea how much said platforms have changed over time
Very late to the party, but it's Unity @muted stirrup
i figured lol, better late then never tho 🤣
anyway, looks like its coming along nicely
well thank you
I'm really liking how your game looks as well.
Got a nice gritty and stanky look to it
aye, been working on it since back end of June, probs gonna take a year to complete the full thing, one the plus side side, its not to complex mechanically, which i think will help ease workflow in long run
I'm working on something very complex mechanically but the opposite for everything else
I feel thats the trade off if alone when creating games, i mean you "technically" could do both, but the time required and financial aspect would make it very risky
oh no I can't do both
my games would all look like trash
I'm creating a rocket jump focused game with an emphasis on arena shooter-type stuff, it's gonna look like quake 1 lol
except only in polygon count, the textures are gonna look like ET for the atari or some shit
I am working with others on a different game though, in which we have a visual guy and then me doing the actual programming part
nice, tbf, idk what engine youre using for the quake jump one, could always just slap some post process to help the more simple textures blend in (idk if this is just a Ue4 thing tho)
I wouldn't know if it wasn't exclusive
using unity for it
I learned unity like a year ago
so I'm trying to release something on it at least
fair enough, makes sense to use what youre most recently familiar with
CS:GO Wingman - Coverup Launch Party
Coverup by celery, Sir Thomas, and 9yz
An open invitation to come play, streamed live on https://www.twitch.tv/mariowned
Come to watch the stream as the co-creators talk
about the map and level design, or come play the map yourself.
Augu...
Releasing my CS map live on stream on August 7th
Come check it out
wingman map? sign me up
A new Golden Souls 3 Demo releases next week.
More maps, more weapons, more fun.
Are you ready? #goldensouls https://t.co/4J5VQSFRUu
I need a map fixed.
what do you mean fixed?
There's two errors in it.
In what game.
Just delete the whole thing and there will be no errors
Tech support be like:
"I have a problem"
"What is the problem?"
"I get an error message"
"What does the message says?"
"It showed up all of a sudden and I do not know what to do"
A graphical error.
That is still extremely vague
How about a screenshot of the issue and a detailed description
Then maybe somebody will be able to help
So I think I might have made a mistake when I was making my first unity game; I used a character controller. I won't go into what issues specifically I have with it but there is a problem I'd like to now avoid with the benefit of heindsight.
While I don't want to use rigidbodies, I also don't want to use character controllers if I can make a better alternative, but I'm concerned about the efficiency of doing so.
How does a Unity character controller actually detect collisions? You can't get a cylinder collider for one which is what I need.
I'm thinking of making my own rudimentary physics for a cylinder collider that just applies newton's third law but before I go and make a bunch of test cases or something for performance I'm hoping to see if anyone has alternatives that provide a cylinder collider for characters or if anyone knows if its performance impact is large enough to care about
Actually I've just discovered a huge issue with every last bit of this and I think I'm out of luck- The cylinder gameObject also has a capsule collider but visually is different. Well nevermind I guess.
Don't think anyone actually likes unity's character controller very much
My only real issue with it that there doesn't seem to be a workaround for is literally just the shape being problematic
The spherical head creates some very odd instances where you can get stuck beneath ramps
I know in the back of my mind that 99.999% of instances it's an avoidable issue but it just angers me that it isn't perfect
I've had everything go wrong, from nonsense impulses, issues with 0-volume geometry, the thing getting flung around out of the blue for no reason, etc
Maybe I haven't experienced those issues since I use Unity almost exclusively for testing simple stuff and only occasionally try to develop actual games.
I'm trying to find my screenshot of DUSK that explains my problem with capsule colliders but I can't right now
I was modding dusk - so I had a fair share of scenarios I couldn't have predicted
if I was to complete that mod I'd just roll custom collision code
maybe an unity port of the quake's collision code
maybe that doesn't work idk but the issue is that since the capsule has a spherical top and bottom, placing it in between a ceiling/ slope or floor / slope ceiling causes you to be unable to move any direction but backwards
just due to the nature of spheres
like, getting fully stuck?
vestibule on duskworld is a good example of this
Yeah not fully you can get out of it by going back the way you came but like, you can't move any other direction
with a cylinder collider you'd be able to slide along but capsules screw with everything because they're spherically topped
tbh with a capsule you should very much slide along
that's just a quirk of the character controller being crap
Eh, maybe, I don't think so, but I don't really have the finesse to explain exactly why the thing I'm describing occurs.
I'll just design my levels to not have ramps that are possible to get stuck under
yeah and like I said, I know it's avoidable 99.999% of the time, but it's something about that little tiny error worst case scenario that just pisses me off something fierce
it's the one thing I can't get perfect with my movement
funnily enough, there is one ramp in vestibule that has a huge block that doesnt let you go far enough to trigger it, the specific one you screenshoted doesnt
for personal protoyping purpose only, do not distribute
added some non-commercial audio for hearing pleasure
@vast thorn wjat kind of project is this?
really just a portfolio piece at this point
obviously still very early stage
been patching up the movement system in the past 2 months, this is probably the end of it for now
current milestones are to have a few weapons and UI up in August, basic enemy AI in September
and from October on it's building levels (and polishing/debugging along the way)
So...
A so deska
More System Shock 2 stuff -- the Pack Rat O/S upgrade now allows for stacking of food and junk items in addition to granting 3 more inventory spaces.
https://twitter.com/RoSoDude/status/1289644370979741698
More System Shock 2 stuff -- the Pack Rat O/S upgrade now allows for stacking of food and junk items in addition to granting 3 more inventory spaces. Hoarders take note!
#screenshotsaturday #modding https://t.co/TyPXnz55aO
I made a point to show off the worm-filling behavior with a stack of beakers because I had to reimplement it from scratch with a custom script so the whole stack doesn't get destroyed for only one beaker's worth of worms. NewDark is awesome!
i've never used a newer version of doom builder before so could somebody tell me how skyboxes work in Hexen mode for building Doom 2 maps
o
also how the fuck do doors work with hexen mode
i've never used the hexen mode before
i have two doors here
both have the exact same properties
but only one of them opens
fucking why
fuck it i'm redoing the sector
IT STILL DOESN'T WORK
Fuck this i'll do it later
why so you even work in Hexen mode instead of UDMF?
i switched to default mode
but i was also told to use Hexen cause apparently "its the best one"
UDMF is the best one, supports all modern features
Who told you Hexen is best? Somebody who hasn't touched doom mappin in the last 5-6 years?
That is the only reason why somebody would tell you that
probably
i am really not used to the newer versions of doom builder
did they remove the ability to make enemies deaf?
nevermind i see
its the ambush option
I thought ambush and deaf were different
I haven't used a doom level maker in 6 years though so what do I know
I went from DB2 to UDB and it resulted in me using the Stair Builder as an "Add Detail" button
Is there something udb offers that gzdb bugfix doesn't?
Been working on a private version of Quakespasm, mostly to practice some rendering but also to tweak a few things that have been bothering me.
Just finished making the light of the entities environment aware instead of using the light value of the brush below them (regardless of height).
In the second image you can see the zombies with varying degrees of brightness depending on where they are positioned.
Curious how you went about that
Checking surfaces in all 4 directions and using the lighting of the nearest?
I made a loop that check in sequence bottom, top and the four sides.
The two closest "light spots" are stored in a small vec3_t array.
Then I check if those two are within a reasonable distance from each other, if so I add them and assign the average as the entity lightning, otherwise I just use the closest
I am gonna improve the GL shadow casting next to make the projection have the same angle of the surface it is cast on
I already fixed mid air cast shadows
The check of the projection height was done vertically, instead of in the direction the shadow is being skewed
(white shadows for visibility only)
Oh I forgot, on the entity light I demultiply its intensity proportionally to the distance, if it is further than 360 units from the origin
I managed to cast the shadows on the brush surfaces
https://youtu.be/K0-HJyqT-sg
The realignment looks less foul when the shadow is black and alpha-ed
Wall shadows too
@tranquil oracle in case you wanna look at the code I made a pull request to the Quakespasm Github.
It's rather straight forward and I am sure you could figure it out on your own but if you just wanna read it it's at the bottom of gl_rlight.c
https://github.com/sezero/quakespasm/pull/5
The new demo is finally here! More maps, more weapons, more fun.
Are you ready?
Get it on itch.io : https://batandy.itch.io/goldensouls3
My Twitter: https://twitter.com/Batandy_
My Patreon: https://www.patreon.com/Batandy
Out now! https://batandy.itch.io/goldensouls3
you're the golden souls dude? 
I've never played them, but I want to, and I've seen a ton of videos on it
pretty fucking cool looking though
thank you!
Odd choice putting it on itch though I must say
oh itch supports mods
nvm
me am dumb
you never tried any dusk maps? :D
also the level design looks pretty dope on golden souls 3
Doom 3 Golden Souls?
https://www.youtube.com/watch?v=MJc-xddcjHM
https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
Come to twitch.tv/mariowned at 8:30PM CST to watch the map be played live!
https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
SENDING TRASNMISSION: 3...2...1...
[] Proxy Research has been working on innovative solutions for both commercial and
[] government use. We are pleased to hear that your assistance is en route as we
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I released the map!
wow i love that level design 
the top two look especially rad, ancient sandy tombs and eerie haunted caverns
so how tricky is dusk to mod? ive never dug around in Unity before, some tips would be appreciated
Well for you, you dont have to touch unity at all
nope. i have never made a map for any game
nor ported existing ones
haven't gotten around to learning it yet. doesn't mean i won't get around to it eventually though
Trenchbroom and JACK both work for map editors but the SDK is currently more specialized for Trenchbroom
mm
More info can be found in #dusk-modding
yeah, what i meant is, you dont ever need to use unity to mod dusk
Da soldier gang
are you opening a big project?
No, Unity crashed, I ended it's life through Task manager and then I restarted it and it took me like 2 minutes to start
Normally my programs start in like a second
Probably because you'ree in Vista
how would you know if your OS affects things if you didnt even know you were running vista until today
Some of my friends who's good with PCs says that the Operating System doesn't affect the speed of my PC if i'm not infected with a virus
and since my PC isn't infected it can't affect it
os dosent affect anything
you mean to say unity doesnt usually take a few min to launch? its never fast for me
I dont know 100% what unity does when its first launching, but if unity crashed then maybe the longer startup was it trying to revert/fix anything bad that the crash caused
yeah that sucks
i started doing unity things for my first time today btw
do u think i will be able to create a gakme like dusk in short time?
no
okay but
can i at least sell my weird asset trash flips for money until then
is that morally reprehensible?
I'm not sure you'll even get that far, unless you learn C#
That's how you do literally anything in Unity.
Suppose if you're crafty enough to download scripts and figure out how to use them, you could get by with some held together by glue and cheetos
If you know java tho the syntax isnt that different. at least it wasnt for me
I don't know that FitMC knows any programming lmao
No i don't know any programming
That's going to be your biggest hurdle, asset flips or not
because otherwise you're just sitting with a bunch of models and textures and sounds
even asset flips have some kind of game
usually
oh really
there is visual scripting but idk if that comes out of the box and even then it would still be difficult
i thought i just throw a bunch of blocks and shapes and textures with sounds together
if you do that then you wont be able to sell it for much. and even then i kinda doubt youl get people to buy it
you still need to be able to make a player controller (camera that moves with wasd) etc
C#
plain C or C++ is the best, but I recommend just doing C#
it's easier
and it's what unity uses
i would say it depends on what game engine you use but it seems C# is in both unreal and unity, which are the most popular ones
@tired hound Unreal is C++ and visual scripting
welp nevermind
so which combination is easier, Unity or Unreal??
Unity and C#
ok thx i will stick to unity then
so where can i learn C
will it be complicated???? >.<
youtube, and probably
oh yeah thats true
also googling is your friend
^
yeah i just never know that i exactly need to type
sometimes i just google for somethin and i find like weird forums and such
it's annoying
there's also tutorials for anything
So you can youtube "Unity player controller"
and some shmuck will show you what to type
etc
okay thanks
"How to make Unity game" even lmao
I went to college for "Computer Info Systems", which is programming. So I just kind of started doing them when I felt comfortable enough
Not as complex or useful for game dev as Computer Science
but eh
so im better off learning it all myself here at home
Debatable. Depends on your will to learn by yourself.
There's a lot of self-made programmers and game devs out there with no college education at all.
also your gonna get frustrated a lot sometimes. more than once, i have spend like half an hour searching my code to see what an issue is just to realize i mistyped a bracket or something easy to fix.
yes lmao
its not awful if you end up liking it
but still kind of awful at the same time
I hope I will
its not pleasant but if you push through youl be able to get it done
soon? maybe not lol
it's awful at the moment I should say
how many years programming experience do you have
idk like... 1 and a half?
that's not really consistent though, there's months where I didn't touch it at all
Some people said my OS is probably not capable of it all
Should I still upgrade or am I fine
I always thought it doesnt matter what OS I have but now since people here told me I feel unsecure about it
and also i dont think theyre pushing out security updates for it so its probrably not great in terms of security
Im not sure your PC would be up to the task period. I can't say you probably have modern hardware if you're still using Vista
oh that doesnt affect me since i always have security updates turned off
they are annoying
uhhhh
Well I don't know if my PC is capable of running a new version of windows
Can I see my hardware anywhere?
wdym by that
I don't remember how in Vista or 7
like
Your Gigabytes and stuff
And the stuff inside your PC
Like
I don't know how to explain it
Like, expensive PCs have better insides then older or cheap PCs
You get what I mean?
if you open up ur pc then youl find everything but you might not understand what ur looking at.
Press Windows Key + R, then type msinfo32
depending on how fast it can process date
also did ur computer come with vista preinstalled?
msinfo provides more concise printouts than dxdiag I assume?
it shows basic stuff at least Gek
if so then while i reccomend updating i dont know if your pc could handle it
But it was so expensive that I didn't have money left for a Windows upgrade so I took any I still had
And I only had Vista lying around so I installed it
It was a pain because it always produced errors
I had to watch like 1000 Tutorials on YouTube
if thats the case then it might not be that bad on more up to date versions of windows
we're back in 2007
lol
ive never heard of that os. hold on
And the System is from Micro Star International
Yeah I can try
oh yeah FitMC-fan I'd recommend cutting the BS and picking yourself a code-oriented game engine that you can work with in C or C++ (Those are my favorite languages, anyway. I also don't like GUI editors.) and compiling on GCC.
Don't bother trying to write your own engine, I did write my own and I can say that while it was highly educational I don't think it was worth the time or effort it took to do.
Oh wait really?
can you uhhh
Do u think it can handle new Windows?
scroll up a little bit
although the screenshot isnt showing much more than the cpu
I can try
the tippy top
oh
i think you might have a better setup than me lol
Everything all right?
i cant comprehend a lot of the stuff there but what i do know is that that proccesor is really good
did you buy a gaming pc?
Oh, that's good
excluding waste of resources
Well I don't know
its fine
At the time I googled everything I wanted and I told the PC Store how I wanted it and he has build the PC for me
It feels like 10 Years ago in my head tho
????
Listen
Before I bought this PC I did a lot of research stuff
Like really much
But it's very very long ago
I can't remember much
I'm being completely serious when I ask if you've hit your head recently
But it doesn't really matter since the PC does all I need
I'm being completely serious when I ask if you've hit your head recently
@sharp vortex What do you mean
i would switch to 10 instantly
yeah
he says it feels like 10 years
Yeah, I usually don't remember when I got my PCs
also yeah i highly reccomend you get win 10
Can you go to Components in msinfo32, and then Display and take a pic of that?
Windows 10 is that any good?
I want to see your GPU
idk what the graphics card is but at this point i dont think that it matters as an os switch
itl be a bumpy upgrade (knowing microsoft) but wow it would run so much better
uuuhhhh
when i open the components, it displays me like 1000000 additional categories
try clicking display
Display
ooo my gosh
As long as its 8GB
It gets the job done
dude you have great specs
Not really
I mean, your OS isnt because most programs dont support Vista anymore
I don't think new Unity does either
Youre sitting on Vista
Well I don't have enough money to buy new Windows
Unless someone of you wants to buy me new Windows
it's like $30
do you have any spare win7 cd key
I don't know
if you can afford a 580 and a 1700 you should be able to afford a $30 windows key
Well, the PC is the reason I don't have much money left
but you said you got it a long time ago...
you could always upgrade win7 key to windows 10
have you had no money for 2-3 years?
hmm I see
He lost his job like 4 or 5 years ago
it would be tied to your motherboard but you dont have to buy brand new license
Oh that's good


