#general-modding

1 messages · Page 64 of 1

ebon summit
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You can make a really basic state machine with coroutines. It's basically how I handle my enemy AI. And they do reasonably complex stuff.

main chasm
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So I began to learn Trenchbroom, and after using Doom Builder 2 for 3 months I wasn't really prepared for the transition lmao

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But, I have began to create a test map, so that at least something

viscid sandal
robust ridge
#

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.

viscid sandal
#

@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.

unique trellis
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Soon ™️

viscid sandal
#

Its actually kind of paunful to play that blender demo now

muted stirrup
hazy sorrel
#

games are welcome here
(i suppose)

muted stirrup
#

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

neat cliff
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@viscid sandal that cinematic inspired by thief cutscenes or its just me 😄

viscid sandal
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Actually it was inspired by the opening to immortal redneck

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Id never seen theifs cutscenes until civs vid

viscid sandal
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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.

robust ridge
#

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

https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/news/dooskworld-update-and-some-things-to-come-in-the-future

Mod DB

Doosk in now becoming multiplayer/zandronum compatible. Enjoy fragging a bunch of bots (or people) in a frantic deathmatch experience, or coop with your friends if you so wish. And also i'm gonna share some info about the current plans for the future...

wraith beacon
tame ember
#

whats that a level in?

wraith beacon
#

A game I'm making called Type to Reload.

tame ember
#

oh no

unique trellis
#

What if we kissed in type to reload😳 😳 😳 jkjk unlessainsley

eternal sandal
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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

unique trellis
#

well what you trying to make

eternal sandal
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3d, first person, I'm still outlining things but that's the big idea

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I'm awful at art so I will probably go with a lower-res style

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Plus I like the look

unique trellis
#

And you don't have any experience with coding?

eternal sandal
#

Got a degree in C.S, few years professional in C++

unique trellis
#

ah then you should prolly go with Unreal, it has a default fps controller and you can write in C++

eternal sandal
#

Okay, I'll start there. Thanks for the insight :)

muted stirrup
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UE4 for certain imo

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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

coarse token
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ew blueprints

muted stirrup
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they get the job done lol

coarse token
muted stirrup
#

how much less does depend on how badly its scripted tbf, say using the event tick inside the level laugh

wraith beacon
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If it's good enough for Epic it's good enough for me leon

unique trellis
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I would just like to say

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rip newblood cart

wraith beacon
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It's successor is still happening.

unique trellis
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hell yeah

eternal sandal
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If I want to start working on lower-poly models/meshes is Wings3D a good place to start?

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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

coarse token
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I wish I had the drive to learn modelling

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if it's low poly then probably anything works I'd imagine.

eternal sandal
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I'm prob gonna be terrible at it since I've never done it before, but the whole project's a learning experience

muted stirrup
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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)

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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

eternal sandal
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Yeah, I'm probably diving in too deep without the basics down, gotta back it up

humble herald
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blender is very good for building and sculpting models out of simple shapes and then refining

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massive learning curve but that's a given for pretty much any 3d program

keen bear
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wings3d is based

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also hatsu is right, i wouldnt use ue4 just because you know c++

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the entire engine is designed around the use of blueprints

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even the AAA, high budget, top of class ue4 games use blueprint

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if you use it, id try to consider c++ as ancillary to that system

wraith beacon
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Yeah Blueprint and C++ are kinda designed to be used in tandem.

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And even if you avoid Blueprint you'll still have to work with all of the other node based things.

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Like the material editor, or anim blueprint, or niagra, or the sound system.

keen bear
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as an example, we've shipped 2 ue4 games, that together use probably less than 5% custom C++

wraith beacon
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I've never used UE4 C++. I should probably learn it though.

keen bear
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im not convinced its necessary, helpful yes. but required no

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obviously it all depends on your application

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but for something like a first person shooter, ue is at its core designed to make fps games

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and excels at that

wraith beacon
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Yeah UE4 is mostly made for games that involve the player controlling one character at a time.

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You can make other things of course but a lot of it's systems and abstractions are built around a pawn, controller, gamemode system.

tranquil oracle
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Yeah UE4 C++ is nightmarish, if you want to write code, absolutely go with Unity

severe patrol
#

its comforting to know that everyone can agree on how bad the unreal c++ is

neat cliff
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What are your problems with ue4 c++? Overall feels pretty normal coding to me, just memory management cut out :P.

tranquil oracle
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It's like working with bad 90s C++ code

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The API is garbage and often lacking, it's littered with boilerplate and macros, and the engine code is an eldritch being

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also cutting memory management out in this case isn't a good thing imo

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I think often with UE4 C++ users are in the situation of "if you haven't experienced good, bad doesn't seem so bad"

neat cliff
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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

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doesnt feel that much different anymore than writing normal software in java or whatever xD

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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

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but its definitely much slower than in blueprints xD

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productivity wise

misty sparrow
coarse token
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Is that a mod for blood or doom? Seems weird to only have 1 ripped enemy from doom, wait 2

unique trellis
inland patrol
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lawful good

prisma basalt
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neutral evil

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because fuck stairs. you can jump

near mortar
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Lawful Neutral

muted stirrup
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True Neutral

unique trellis
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Lawful Good

wraith beacon
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True Neutral

coarse token
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I can't quite tell what some of them are, or how they're different

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what's different between chaotic good and chaotic neutral

wraith beacon
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Chaotic good is like a slope between each step while Chaotic Neutral seems to be like a slope that leads into a step?

robust ridge
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Considering I map with gzdoom builder, i'm all neutrals.

Stairs for style, ramps for laziness and lifts for "fuck stairs and ramps" moments.

slender knoll
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there are actual videos about de_dust 2 "spiral staircase" and how it has evolved

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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

coarse token
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this what you're referring to?

slender knoll
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yea I seen that

indigo olive
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Not had much free time recently but ayyyy camera space vertex swimming

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Just enough to be nostalgic and not so much it's annoying 😂

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will probably get tweaked whenever I actually get some art done.

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Currently set to a 1cm precision but can bump it down per object or globally :3

wraith beacon
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Oooo.

keen bear
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nice

spare raven
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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.

tranquil oracle
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Unity for sure

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From what you've stated I don't imagine you'd benefit much from switching to UE4

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I'd also argue that in many places Unity is far more feature rich than UE

spare raven
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Huh, that's interesting

tranquil oracle
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Its API, while not without its own issues, is far more versatile and developed than UE's

spare raven
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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

tranquil oracle
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np lmao

spare scarab
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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

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i can paste the ai in a moment

tranquil oracle
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I'm about to be afk for a bit but once I'm back I'll take a look

spare scarab
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it's literally just "follow the player's position"

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alright thank you so much

spare raven
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What does spoon AI mean?

spare scarab
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i made a spoon and gave it ai

spare raven
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Of course, of course

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Please share the code!

spare scarab
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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);
}`
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problem is - the object with this script works fine for a while but then just starts moving off into the distance

spare raven
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Does it reach the destination before going off into the distance?

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Or does it overshoot the destination, maybe?

spare scarab
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the destination is the player

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so it may just chase for a bit and then start going off without reaching the destinaton

unique trellis
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it's a spoon, what were you expecting

spare scarab
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true

spare raven
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Do you need to keep updating the destination for the NavMeshAgent?

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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

spare scarab
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hmmm that is a good point

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i'll try that thank you

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oh wait it was in update in the first place i was just screwing around trying to get it to work

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start didnt work

spare raven
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Right, right

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So you need to keep updating it

spare scarab
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yep

spare raven
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Well, could it move outside of the NavMesh?

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The spoon, I mean

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It needs to be on top of a navmesh to be able to navigate, right?

spare scarab
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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

spare raven
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Ah, I see

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Have you tried logging the value of target.position?

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Just to see what values you get back when the spoon "moves off into the distance"

spare scarab
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soooo im bad at code, that would be
Debug.Log(target.position); ?

spare raven
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If Debug.Log is how you log things in Unity, that looks right to me 😛

spare scarab
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alright let's try it

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the coordinates dont shoy anything unusual

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show*

spare raven
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They just change as the player moves around?

muted stirrup
#

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?

keen bear
#

amid evil, and unfortunate spacemen

unique trellis
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unfortunate space boi

spare scarab
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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

muted stirrup
#

woah, thats pretty neat ngl

keen bear
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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

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and some dedicated server stuff

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amid evil is very nearly 100% blueprint

spare raven
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What would your recommendation be, @keen bear? Unity or Unreal for someone just starting out, wanting to make an FPS with low quality graphics?

keen bear
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if youre not keen on blueprint, absolutely unity

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and even if you are, personally i still personally prefer unity

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not that ue4 is bad by any stretch of the imagination

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but for my personal workflow, i like the structure of unity

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you will spend more time building tools and code in general with unity, but that also means you have more say in its design

muted stirrup
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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

keen bear
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honestly, blueprint is very nearly as performant as C++ if its structured well

spare raven
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I really appreciate the input 🙂

keen bear
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and yes, some of that heresay is true

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there ARE features in unity that are deprecated or unfinished

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i wont deny that

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especially if multiplayer is your thing

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theyre between states

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but beyond that, MOST of whats there is pretty well developed

spare raven
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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 ...

keen bear
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the thing is, if you DO decide to do multiplayer, theres a good array of third party solutions that work well

spare raven
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I made a small browser based multiplayer game, and that was painful enough

keen bear
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photon, mirror, mlapi, etc

spare raven
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I have barely looked at them, but will keep them in mind for the future. 🙂

muted stirrup
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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

spare raven
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Dusk is made in Unity, right? What about Maximum Action and Gloomwood?

keen bear
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yep, all 3 are unity

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ultrakill as well

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gloomwood is far and away the most well structured project we've started

spare scarab
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might be an odd question but what engine is Super Galaxy Squadron made on

keen bear
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thats actually game maker studio 1, but the coming update will put it on game maker studio 2

spare scarab
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oh hey cool

keen bear
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we arent afraid to try different engines

spare scarab
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but what about clickteam fusion 2

spare raven
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Any tips on structuring a Unity project? Or resources to learn about stuff like that. Maybe not engine specific

muted stirrup
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Honestly I want to get familair with Unity, but i dont want to derail my motivation with my ue4 project

keen bear
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yeah i mean, if youve started something, keep going

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dont end up like DNF and switch engines 8 times

spare raven
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I have decided to go for Unity for my first project now. Thanks, confirmation bias.

spare scarab
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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

keen bear
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as for structuring a unity project

spare raven
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Also thanks, @keen bear and @tranquil oracle 🙂

keen bear
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theres a lot to be said on that topic, organization is a good place to start

spare raven
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So, we're talking one giant file, 700 methods, 9000 if tests, right?

keen bear
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yep

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perfect

hard valley
keen bear
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also, time to shill some of zombies code

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this can help organization in a unity project!

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currently in use in gloomwood

hard valley
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can't you just use empty gameobjects for that aswell

spare scarab
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that is kinda really cool actually
i cant finally look at some organization code and maybe learn a thing or two

spare raven
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Ah, yes. Scene Hierarchy Folders. I know some of those words.

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But of course, it's so simple, so elegant! Why didn't I think of that?

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Jokes aside, I will keep this in mind, and try to understand what it actually does

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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?

keen bear
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so

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having a deep hierarchy has a performance impact

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these folders get removed automatically

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and have other properties that gameobjects dont normally have

spare raven
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Ah, I see!

keen bear
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ends up looking like this in the hierarchy

tranquil oracle
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@spare scarab Your code looks correct, so it must be some weird setting on the nav mesh agent related to distance or something

unique trellis
spare scarab
#

thanks for the check zomb

unique trellis
#

Deadly escalator

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Deathcalator

unique trellis
#

How do you get textures on your weapon models for maximum action?

indigo olive
#

@analog pollen do you have an estimate of how many people play ultrakill with PSX mode on?

analog pollen
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no idea

near mortar
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0 players LeonApproved

hazy sorrel
#

no one likes ps1

indigo olive
#

:'(

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PS1 > PS5

white sage
#

you mean
psx

hazy sorrel
#

PSX didnt had the constant geometry warping tho

white sage
#

wdym
PSX was the original playstation

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it had integer triangle math

hazy sorrel
wraith beacon
#

Modern hardware can have vertex jittering too if you have enough floating point errors 😎

slender knoll
#

lol what was that one lovecraft story where a witch could enter different worlds/dimensions through some crazy geometry

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reminded me of it

solar inlet
#

UltraDusk

crystal kraken
#

texture swimming and vertex dancing are both really unfortunate drawbacks of the psx

indigo olive
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I dont plan on adding texture swimming

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I just think that the slight jitter makes things a little surreal

indigo olive
#

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....

wraith beacon
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Game programming.

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Needs more else ifs TBH, not inefficient enough.

tranquil oracle
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Yeah that's... pretty bad

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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

coarse token
#

to be fair do you really need a huge amount of efficiency for games like dusk, wrath, etc on modern hardware

white sage
#

Why not expose fopen ?

coarse token
#

for example, just goes to show how much you can get away with with old games
/ "retro" games

white sage
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system calls might be necessary too

wraith beacon
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Eh if you take nasty shortcuts a bunch it eventually adds up.

indigo olive
#

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

tranquil oracle
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I wouldn't expose fopen directly but rather a similar API that uses a virtual filesystem under the hood

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Basically just tie it into the VFS that quake already has

indigo olive
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I dont think Wrath makes use of the VFS for quake tbh

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the assets are just kinda floating about

tranquil oracle
#

They're still in their own unique folder though right?

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and not beside the exe

indigo olive
#

kp1 yea

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but that's an engine thing

tranquil oracle
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Yeah it's using the VFS then

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Those folders get mounted

indigo olive
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It's not using a pak or whatever

tranquil oracle
#

pak is just something that can be mounted to the vfs

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but real folders can be too

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pak's like

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a blob folder

indigo olive
#

I believe the fopen exposed to quakec is limited to the current game

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but idk

tranquil oracle
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scientific term I swear

indigo olive
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I was doing my monthly "do I bother learning quake engine" thing

tranquil oracle
#

looks like fopen is indeed a VFS file open function

indigo olive
#

see I look at this

tranquil oracle
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which is a relief lol

indigo olive
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and realise

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no, no I shouldnt learnquake engine

tranquil oracle
#

lmao

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The Quake source is actually really nice to go through

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Might be a bit esoteric if you don't have much C experience though

indigo olive
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Yeah my issue is documentation

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VM_SAFEPARMCOUNT macro

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tf is it

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google wont tell me

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I can inferr

tranquil oracle
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That might be a Darkplaces thing

indigo olive
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but like...

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yeah all the modern sourc eports will have their quirks

tranquil oracle
#

Yeah that macro doesn't appear in stock Quake's source

indigo olive
#

I'd probably use fteqw if I was gonna

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which seems mode ducumented than the rest

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but still

tranquil oracle
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so now imagine being me trying to get all that shit loading in unity

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lmao

indigo olive
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wait you're supporting quakec too?

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hooooo boyo

tranquil oracle
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yeah

indigo olive
#

hats off

crystal kraken
#

dude just decided to octopus rebase every single quake engine fork with dusk

indigo olive
#

teh madman

unique trellis
#

me running Arcane Dimensions in Dawn
Yeee haw

crystal kraken
#

me playing arcane dimensions with hl assets 😎

unique trellis
#

Hello Johnny

crystal kraken
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waddup

unique trellis
#

I'm watching system shock videos lmao

stone fossil
#

Does anyone know if theres like, a table of contents for textures?

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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

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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

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im gonna shit like 8 bricks

crystal kraken
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how did you rip the models

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and what "numerical texture", sequential from 0 to whatever?

unique trellis
#

You can grab the meshs Material mainTexture?
else you have to look into the shaders properties

tranquil oracle
#

Sounds like an issue with whatever export tool you used

brittle yew
#

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

viscid sandal
stone fossil
#

I have found a better export tool!

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UTinnyripper can export ENTIRE SCENES

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The only issue is that the scripts are out of date, but that objectively doesnt matter for what im trying to do

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and + its simple namespace errors, could probably be fixed EZ

tranquil oracle
#

uTinyRipper is great yeah

robust ridge
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In which format are the maps extracted? Just curious about it.

keen bear
#

well it extracts a scene file

stone fossil
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Yeah, it just straight extracts everything

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from here I have to delete everything that isnt the models , then bake the models and lighting

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then export to VRchat

vast thorn
#

was told this is the better place to post it

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at what point do i get to ask dave & dave to give me $100,000 and make a game out of this

unique trellis
#

When you send him the demo

misty sparrow
viscid sandal
hazy sorrel
hazy sorrel
#

power maliciousultra

keen bear
#

You cant really, unity cameras break at 180 fov

hazy sorrel
#

like rendering issue or what

muted stirrup
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Havent tried it with UE4, though it would probs also break when setting 180

viscid sandal
#

@hazy sorrel oh no

muted stirrup
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besides everyone knows 360 fov is the best maliciousultra

crystal kraken
#

panini projection ftw

keen bear
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disagree

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i think it looks really awkward and smooshed

crystal kraken
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fuck panini, me and the boys only do mercator

nimble socket
#

i think treating the players eyes as a camera is an awkward necessity/compromise

viscid sandal
#

That fov text thing will have to be fixed.

crystal kraken
#

I wonder, aside from the weird ass experiments like blinky did anyone actually try making a game with the weird ass projections?

keen bear
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probs not

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players freak out when they get a vertical fov instead of a horizontal fov

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could you imagine if they were presented with that

crystal kraken
#

many keyboards would get broken by projectile vomiting methinks

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jfc can you imagine playing descent with that

wraith beacon
#

90-100 FOV is good enough for me a lot of the time

unique trellis
#

90 FOV is vomit inducing for m

wraith beacon
#

Good compromise between peripheral vision and distortion.

unique trellis
#

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

viscid sandal
#

I hate when games limit your minimum fov to something stupid like 90-110 So I said screw it ALL THE FOV'S

stone fossil
#

120 FTW

#

At least for retro games

rotund garden
#

110 is my standard

#

if I go lower than that, it hurts me

coarse token
#

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

wraith beacon
#

120 is kinda the upper limit of FOVs for me.

spare scarab
#

a big deal with fov preferences is your monitor size

#

and how far away do you sir from it

wraith beacon
#

120 is where the distortion really starts to kick in.

spare scarab
#

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

robust ridge
#

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.

viscid sandal
#

@wraith beacon I eat fish eye for breakfast

harsh crest
#

it'd be fun to see what the community creates for ultrakill, assuming there is gonna be any kind of mod support

pure jackal
#

MMMMASTER F O V

muted stirrup
#

Personally, I just stick with 90 usually for the most part

coarse token
#

great now I feel like I have to make a tech demo for a game with 360 fov

unique trellis
coarse token
#

Yeah I've seen that

#

That's what made me think of doing it

shy hatch
#

God that makes my brain hurt

pure jackal
#

Not enough FOV

solar inlet
#

W I D E Q U A K E

coarse token
#

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?

stone fossil
#

The index maxes out at 110 fov I think

#

most VR sets have pretty low FOV

rotund garden
#

UNNNNNLIMITED FOVVVVVVVVVV

stone fossil
#

I wonder if you could play with a very large fake FOV in VR

#

I wanna be able to literally see behind myself

coarse token
#

don't people already complain about nausea when using vr

viscid sandal
stone fossil
#

@coarse token yes they do

#

but I am no pussy

ebon summit
#

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

analog pollen
#

you'll have to upload somewhere else and link it if you dont have the rat role yet

viscid sandal
#

@ebon summit levels immediately start getting longer after the demo's end.

#

Also thank ya

sharp vortex
#

Not a huge achievement, but I managed to get Realtime CSG working and some basic wandering AI that actively avoid obstacles

tame ember
#

csg?

sharp vortex
#

Constructive Solid Geometry
The actual plugin I'm using is Realtime CSG though

#

it's a level building tool

tame ember
#

oh alright

#

so probably better than standard unity 3d editing

sharp vortex
#

Better than Unity's ProTools for sure

tame ember
#

im assuming thats unity because of the lack of lense flares

sharp vortex
#

though a bit buggy in my experience so far

tame ember
#

rip

#

can i ask what the overall plan is?

#

i assume therse more to it than throw away trash

sharp vortex
#

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

tame ember
#

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

sharp vortex
#

The "pick up trash" thing was me getting an item pickup system to work

tame ember
#

are you going to do something along the lines of monstrum?

#

spoopy stuff you gotta avoid that has more than 2 braincells

sharp vortex
#

They're both gonna be horror related at least, yeah

tame ember
#

nice

#

max spoops

sharp vortex
#

One's gonna be a typical stock itch.io horror game

#

the other hopefully not

tame ember
#

you ever play power drill massacre?

sharp vortex
#

I've seen a lot of videos on it

tame ember
#

i was gonna say, if you wanna do pants shittingly terrifying, s o u n d

sharp vortex
#

I

#

definitely have a lot of ideas for sounds

tame ember
#

oh exciting

sharp vortex
#

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

tame ember
#

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 :/

coarse token
#

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

tame ember
#

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

coarse token
#

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?

tame ember
#

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

coarse token
#

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

tame ember
#

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

coarse token
#

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

tame ember
#

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

coarse token
#

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

tame ember
#

yeah

#

theres a place for jumpscares imo

coarse token
#

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

tame ember
#

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?

coarse token
#

My dad did and I watched a bit

tame ember
#

nice

coarse token
#

I was terrified of it cuz I was like 6 at the time

tame ember
#

lmao

sharp vortex
#

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

tame ember
#

system shock do that real well

coarse token
#

it's not even a scary game though is it? I thought it was like action or something

tame ember
#

i fucking hate that game

#

but in a good way

#

nah it's survival horror

#

very tech based

sharp vortex
#

SS2 is spooky at least

tame ember
#

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

sharp vortex
#

SS1 is just kind of DOOM in space with some unsettling imagery told through voice logs

tame ember
#

and you never find anyone alive iirc

#

nah it's not

coarse token
#

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

tame ember
#

it's 2d like doom but it's more of a point and click than an action game

#

lmao

sharp vortex
#

I disagree, but w/e

tame ember
#

damnit i need to play system shock again

#

im talking about the first one btw

#

never played the second

sharp vortex
#

Me too.

tame ember
#

oh alright

coarse token
#

I need to get back to work on my not-horror game

tame ember
#

pfft

coarse token
#

but I won't cuz I'm gonna play vermintide instead

tame ember
#

me

#

just listen to erm

#

the repentless album at a little bit too high of a volume

coarse token
#

you can't go wrong with seasons in the abyss can you?

tame ember
#

thats that one anime right/

#

with the, erm

#

nvm

coarse token
#

slayer is an anime confirmed

tame ember
#

OH

#

i was thinking of made in abyss

#

it's late for me sorry :/

weak root
hazy sorrel
#

what the hell

weak root
#

yes this is hell 😈

hazy sorrel
#

i want to open this in gzdb

unique trellis
#

that looks very good

#

high effort

muted stirrup
#

lot of detail on there for sure

coarse token
#

looks like one of the hub areas on zdaemon deathmatch servers

humble herald
#

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

hazy sorrel
#

yes, it always turns me down

humble herald
#

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

main chasm
#

How do you even get your own custom textures

hazy sorrel
#

you download them, you edit them, you make them

main chasm
#

Seems legit

tame ember
#

i mean

#

doom maps like that take months to make do they not

#

because of how obtuse map editing is

solar inlet
#

@weak root send this to Decino 😮

white sage
#

I want to hear his voice say "the new blood discord told me about..."

solar inlet
#

hes got his viewer request 2 coming up

coarse token
#

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

sharp vortex
#

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

weak root
#

send this to Decino 😮
@solar inlet i may have let him know about it BridgeSmirk

shy hatch
#

You could send it to him in september

#

He will be accepting viewer submissions

solar inlet
#

From what i have seen id be suprised if he doesnt play it so aslong as you get it to him in time

weak root
#

yeah i'm definitely gonna try get it in for the september submissions

viscid sandal
coral robin
#

I fucking love Russian Overkill

muted stirrup
#

@sharp vortex what engine is that?

muted stirrup
#

Ive been wanting to put this on gamejolt but im not sure what the policies are on 'demos'

muted stirrup
#

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

keen bear
#

i think its fine

#

iirc the viscerafest demo was on gamejolt

muted stirrup
#

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

muted stirrup
lofty dove
#

Counter-Strike mappers here?

viscid sandal
#

@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.

muted stirrup
#

thats good then 👍

viscid sandal
#

Kinda doubt they'd change their policy on that since then.

muted stirrup
#

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

sharp vortex
#

Very late to the party, but it's Unity @muted stirrup

muted stirrup
#

i figured lol, better late then never tho 🤣

#

anyway, looks like its coming along nicely

sharp vortex
#

well thank you
I'm really liking how your game looks as well.
Got a nice gritty and stanky look to it

muted stirrup
#

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

coarse token
#

I'm working on something very complex mechanically but the opposite for everything else

muted stirrup
#

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

coarse token
#

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

muted stirrup
#

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)

coarse token
#

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

muted stirrup
#

fair enough, makes sense to use what youre most recently familiar with

rustic holly
#

Releasing my CS map live on stream on August 7th

#

Come check it out

spare scarab
#

wingman map? sign me up

swift glade
hazy sorrel
#

i didnt even started the first one

#

or rather finished

lofty dove
#

I need a map fixed.

unique trellis
#

what do you mean fixed?

lofty dove
#

There's two errors in it.

wraith beacon
#

In what game.

hazy sorrel
#

Just delete the whole thing and there will be no errors

unique trellis
#

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"

lofty dove
#

A graphical error.

unique trellis
#

That is still extremely vague

#

How about a screenshot of the issue and a detailed description

#

Then maybe somebody will be able to help

coarse token
#

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.

crystal kraken
#

Don't think anyone actually likes unity's character controller very much

coarse token
#

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

crystal kraken
#

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

coarse token
#

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

crystal kraken
#

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

coarse token
#

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

crystal kraken
#

like, getting fully stuck?

coarse token
#

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

crystal kraken
#

tbh with a capsule you should very much slide along

#

that's just a quirk of the character controller being crap

coarse token
#

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

crystal kraken
#

just clip the undersides

#

so you can't ever go far enough it gets stuck

coarse token
#

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

crystal kraken
#

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

coarse token
#

nah I remember testing that zone

#

I must've crouched or something

rustic holly
#

Tell me what you think

#

The map releases on August 7th

vast thorn
#

added some non-commercial audio for hearing pleasure

robust bolt
#

@vast thorn wjat kind of project is this?

vast thorn
#

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)

lofty dove
#

So...

white sage
#

A so deska

brittle yew
#

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

▶ Play video
#

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!

shadow mist
#

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

hazy sorrel
#

just place skybox viewpoint

shadow mist
#

o

#

also how the fuck do doors work with hexen mode

#

i've never used the hexen mode before

hazy sorrel
#

really similar to doom but more customizable

#

just check linedef actions

shadow mist
#

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

unique trellis
#

why so you even work in Hexen mode instead of UDMF?

shadow mist
#

i switched to default mode

#

but i was also told to use Hexen cause apparently "its the best one"

unique trellis
#

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

shadow mist
#

probably

shadow mist
#

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

coarse token
#

I thought ambush and deaf were different

#

I haven't used a doom level maker in 6 years though so what do I know

weak lark
#

I went from DB2 to UDB and it resulted in me using the Stair Builder as an "Add Detail" button

robust ridge
#

Is there something udb offers that gzdb bugfix doesn't?

unique trellis
#

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.

tranquil oracle
#

Curious how you went about that

#

Checking surfaces in all 4 directions and using the lighting of the nearest?

unique trellis
#

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

#

The check of the projection height was done vertically, instead of in the direction the shadow is being skewed

#

(white shadows for visibility only)

unique trellis
#

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

unique trellis
#

The realignment looks less foul when the shadow is black and alpha-ed

unique trellis
#

@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

swift glade
sharp vortex
#

you're the golden souls dude? pog

#

I've never played them, but I want to, and I've seen a ton of videos on it

#

pretty fucking cool looking though

swift glade
#

thank you!

sharp vortex
#

Odd choice putting it on itch though I must say

#

oh itch supports mods

#

nvm

#

me am dumb

slender knoll
#

you never tried any dusk maps? :D

#

also the level design looks pretty dope on golden souls 3

misty sparrow
#

WHAT

#

GS3 is DONE?

#

Oh demo

unique trellis
#

Doom 3 Golden Souls?

rustic holly
#

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
[] experien...

▶ Play video
#

I released the map!

misty sparrow
inland patrol
#

wow i love that level design tothetop

#

the top two look especially rad, ancient sandy tombs and eerie haunted caverns

stark root
#

so how tricky is dusk to mod? ive never dug around in Unity before, some tips would be appreciated

pure jackal
#

Have you made quake custom maps

#

If so, you've made a dusk map

keen bear
#

Well for you, you dont have to touch unity at all

stark root
#

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

pure jackal
#

Trenchbroom and JACK both work for map editors but the SDK is currently more specialized for Trenchbroom

stark root
#

mm

pure jackal
keen bear
#

yeah, what i meant is, you dont ever need to use unity to mod dusk

stark root
#

nice

#

thanks for the info fam.

robust ridge
unique trellis
#

Why is this taking so long?

keen bear
#

are you opening a big project?

unique trellis
#

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

shy hatch
#

Probably because you'ree in Vista

unique trellis
#

Usually the OS doesn't change much of my PC's speed

#

I think the Hardware does

misty sparrow
#

how would you know if your OS affects things if you didnt even know you were running vista until today

unique trellis
#

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

hazy sorrel
#

os dosent affect anything

tired hound
#

you mean to say unity doesnt usually take a few min to launch? its never fast for me

unique trellis
#

Oh so it's a Unity thing?

#

Damnit

tired hound
#

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

unique trellis
#

mh maybe yeah

#

but luckily it works now

sharp vortex
#

yeah unity is always dummy slow for me too

#

I think that's just how it do

unique trellis
#

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?

sharp vortex
#

no

unique trellis
#

okay but

#

can i at least sell my weird asset trash flips for money until then

#

is that morally reprehensible?

sharp vortex
#

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

tired hound
#

If you know java tho the syntax isnt that different. at least it wasnt for me

sharp vortex
#

I don't know that FitMC knows any programming lmao

unique trellis
#

No i don't know any programming

sharp vortex
#

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

unique trellis
#

oh really

tired hound
#

there is visual scripting but idk if that comes out of the box and even then it would still be difficult

unique trellis
#

i thought i just throw a bunch of blocks and shapes and textures with sounds together

tired hound
#

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

sharp vortex
#

you still need to be able to make a player controller (camera that moves with wasd) etc

unique trellis
#

should i learn java or c

#

mmhh

#

whats better for FPS games

sharp vortex
#

C#

#

plain C or C++ is the best, but I recommend just doing C#

#

it's easier

#

and it's what unity uses

tired hound
#

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

unique trellis
#

i mean thats true yes

#

mh

sharp vortex
#

@tired hound Unreal is C++ and visual scripting

tired hound
#

welp nevermind

unique trellis
#

so which combination is easier, Unity or Unreal??

sharp vortex
#

Unity and C#

unique trellis
#

ok thx i will stick to unity then

#

so where can i learn C

#

will it be complicated???? >.<

sharp vortex
#

youtube, and probably

unique trellis
#

oh yeah thats true

sharp vortex
#

also googling is your friend

tired hound
#

^

unique trellis
#

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

sharp vortex
#

there's also tutorials for anything
So you can youtube "Unity player controller"

#

and some shmuck will show you what to type

#

etc

unique trellis
#

okay thanks

sharp vortex
#

"How to make Unity game" even lmao

unique trellis
#

xD

#

hahaha

#

since when do u make games tho

sharp vortex
#

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

unique trellis
#

so im better off learning it all myself here at home

sharp vortex
#

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.

tired hound
#

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.

unique trellis
#

oh damn

#

thats gonna be....... kinda awful?

sharp vortex
#

yes lmao

#

its not awful if you end up liking it

#

but still kind of awful at the same time

unique trellis
#

I hope I will

tired hound
#

its not pleasant but if you push through youl be able to get it done

#

soon? maybe not lol

sharp vortex
#

it's awful at the moment I should say

unique trellis
#

how many years programming experience do you have

sharp vortex
#

idk like... 1 and a half?

unique trellis
#

oh wow that's a lot

#

I have one question tho

sharp vortex
#

that's not really consistent though, there's months where I didn't touch it at all

unique trellis
#

Some people said my OS is probably not capable of it all

#

Should I still upgrade or am I fine

tired hound
#

vista is kinda infamous

#

for very good reasons

unique trellis
#

I always thought it doesnt matter what OS I have but now since people here told me I feel unsecure about it

tired hound
#

and also i dont think theyre pushing out security updates for it so its probrably not great in terms of security

sharp vortex
#

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

unique trellis
#

oh that doesnt affect me since i always have security updates turned off

#

they are annoying

tired hound
#

uhhhh

unique trellis
#

Well I don't know if my PC is capable of running a new version of windows

#

Can I see my hardware anywhere?

tired hound
#

wdym by that

sharp vortex
#

I don't remember how in Vista or 7

unique trellis
#

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?

tired hound
#

better parts u mean

#

i kinda do

unique trellis
#

Yes

#

Like your stuff that actually makes your games run faster

#

Or slower

tired hound
#

if you open up ur pc then youl find everything but you might not understand what ur looking at.

sharp vortex
#

Press Windows Key + R, then type msinfo32

unique trellis
#

depending on how fast it can process date

tired hound
#

also did ur computer come with vista preinstalled?

unique trellis
#

I don't know

#

Oh wait

white sage
#

msinfo provides more concise printouts than dxdiag I assume?

unique trellis
#

Yes I remember

#

I got this PC 3 years ago

sharp vortex
#

it shows basic stuff at least Gek

tired hound
#

if so then while i reccomend updating i dont know if your pc could handle it

unique trellis
#

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

tired hound
#

if thats the case then it might not be that bad on more up to date versions of windows

hazy sorrel
#

we're back in 2007

tired hound
#

lol

unique trellis
#

I have Windows Version 6.0-ish somethin like that idk

#

That's what it says

tired hound
#

ive never heard of that os. hold on

unique trellis
#

And the System is from Micro Star International

sharp vortex
#

It's just Vista

#

can you take a screenshot of your msinfo32 or whatever

unique trellis
#

Yeah I can try

white sage
#

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.

unique trellis
#

I think that should be it

#

Can u actually comprehend this?

tired hound
#

i dont know for sure

#

but i think thats actually a really good setup

unique trellis
#

Oh wait really?

sharp vortex
#

can you uhhh

unique trellis
#

Do u think it can handle new Windows?

sharp vortex
#

scroll up a little bit

tired hound
#

although the screenshot isnt showing much more than the cpu

sharp vortex
#

and take a picture of that

#

FitMC

unique trellis
#

I can try

sharp vortex
#

the tippy top

unique trellis
#

Eh

#

How did I open the Window?

#

I've alrealdy closed it

#

nvm im googling it

sharp vortex
#

Windows Key + R

#

msinfo32

#

nah

unique trellis
#

oh

sharp vortex
#

take a picture of the top

#

I want to see something

tired hound
#

i think you might have a better setup than me lol

unique trellis
#

like that???????

#

Sorry i'm a bit slow when it comes to stuff like that

hazy sorrel
#

ryzen paired with vista

#

🐟

unique trellis
#

Everything all right?

tired hound
#

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?

unique trellis
#

Oh, that's good

hazy sorrel
#

excluding waste of resources

unique trellis
#

Well I don't know

hazy sorrel
#

its fine

unique trellis
#

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

sharp vortex
#

????

unique trellis
#

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

sharp vortex
#

I'm being completely serious when I ask if you've hit your head recently

unique trellis
#

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

sharp vortex
#

The Ryzen 1700 came out like

#

2-3 years ago

#

not 10

hazy sorrel
#

i would switch to 10 instantly

unique trellis
#

Uh

#

Really?

#

I'm sorry

hazy sorrel
#

yeah

tired hound
#

he says it feels like 10 years

unique trellis
#

Yeah, I usually don't remember when I got my PCs

tired hound
#

also yeah i highly reccomend you get win 10

sharp vortex
#

Can you go to Components in msinfo32, and then Display and take a pic of that?

unique trellis
#

Windows 10 is that any good?

sharp vortex
#

I want to see your GPU

tired hound
#

idk what the graphics card is but at this point i dont think that it matters as an os switch

hazy sorrel
#

Imagine ryzen 10 years ago

tired hound
#

itl be a bumpy upgrade (knowing microsoft) but wow it would run so much better

unique trellis
#

uuuhhhh

#

when i open the components, it displays me like 1000000 additional categories

tired hound
#

try clicking display

sharp vortex
#

Display

unique trellis
#

Thanks

#

It says like "RX 580 Series" on the top

sharp vortex
#

That aint bad

#

So your PC is in good order

#

your OS

#

just isnt

tired hound
#

ooo my gosh

hazy sorrel
#

As long as its 8GB

unique trellis
#

It gets the job done

tired hound
#

dude you have great specs

unique trellis
#

Really? 😮

#

that's good!

hazy sorrel
#

Not really

sharp vortex
#

I mean, your OS isnt because most programs dont support Vista anymore
I don't think new Unity does either

hazy sorrel
#

Youre sitting on Vista

unique trellis
#

Well I don't have enough money to buy new Windows

#

Unless someone of you wants to buy me new Windows

topaz breach
#

it's like $30

unique trellis
#

Yeah

#

And 20$ for Doom2016 was too much already

hazy sorrel
#

do you have any spare win7 cd key

unique trellis
#

I don't know

topaz breach
#

if you can afford a 580 and a 1700 you should be able to afford a $30 windows key

unique trellis
#

Well, the PC is the reason I don't have much money left

sharp vortex
#

but you said you got it a long time ago...

hazy sorrel
#

you could always upgrade win7 key to windows 10

unique trellis
#

Yup

#

Well

sharp vortex
#

have you had no money for 2-3 years?

unique trellis
#

My Dad lost his job

#

Not really

sharp vortex
#

hmm I see

unique trellis
#

He lost his job like 4 or 5 years ago

hazy sorrel
#

it would be tied to your motherboard but you dont have to buy brand new license

unique trellis
#

Oh that's good