#general-modding
1 messages ยท Page 65 of 1
not without buying it, no
damnit
there's no upgrade path from Vista to 10, that's free at least. 7 to 10 is free, but Vista to 7 isnt
you could always try the used sticker
Can't say for sure.
I guess wait until you can get a key.
well honestly it get's the job done
and it looks really nice and modern and feels nice to use
I don't mind sticking
It's a nice OS
so nice it was scrapped for Windows 7
err
Wait, really?
(which is a refurbished vista)
I like it
it really isnt but youve been using it for so long that your prob used to the bad stuff
its generally unstable
Oh really?
Nokia flipphones feel modern if you've never used anything else
I can't tell
yeah exactly
unstable, resource demanding for its time
My PC hasn't crashed in a long time honestly
Even tho I play all these heavy games like Doom Eternal
Jokes on you, flipphones can be more of a utility than the cheapest smartphones
That means they're modern-er
What version of Windows do you guys use tho
most use 10
You cannot do much but always gets the job done
Millennial
10
Mh
i use 8 for reasons that will probrably start a small argument if i go into it
Is 10 any good?
Its decent
but id reccomend 10
i use 8 for reasons that will probrably start a small argument if i go into it
@tired hound Tell me
im interested
maybe later
you need 10 for modern software and security updates
It's twice as modern as Vista at least
Really?
also you really shouldnt disable security updates. they arnet fun to install but it sure is more fun to not be hacked
Ja
I havent enabled any updates since I installed Vista fopr the first time
Not sure if vista is as vulnerable as 7
I remember the updates as a painful mess from my dad's PC
It would always install them when you turned off the PC and trying to go to bed
thats another problem with vista btw. even if you did enable securrity updates theres no way that the microsoft team is still pushing those out, leaving you very vunrable
you dont know if you have virus
Of course I do
you woudlnt know tbh
no viruses keep pc's fast to hide them
you dont know if someone is peeking through firewall holes
some viruses are good at hiding themselves, and i doubt it would be hard on vista to do that
Ugh
just because it hasnt happened doesnt mean it wont
You guys give me the creeps.
u2
Eh
welcome to the internet
Thanks I guess
its the reality
thanks i guess he muttered dismissively
why are you consuming a modding channel with this weird discussion
he asked no one in particular
it was orignally about running unity
Dude you've been trying to provoke me since quite some time today!
im really not
wait
7601 is fucking windows 7 lmao
ive been bamboozled
Well I don't know what that means honestly
windows 7 is much better than vista
its still prone to security vunrabilities since microsoft stopped pushing out security updates but its much better
You can change the system reg info lmao
a script kiddie without the script!
What does that even mean lol
Shows over
Didn't do quite enough homework for the ruse I suppose
and also we all think that weve been trolled
Well all I can say is that I'm not trolling I guess
i cant belive that i thought he was running doom eternal on vista lol
y so gullible batman
oh my lord this was funny
i dont think that you trolled us,
but i really cant speak for others
idk what suddenly happened
something suddenly came up
Comic sans Windows 7 with the OS name changed
vista is infamous. windows 7 is famous for being good (although now outdated)
Well you can see that it looks like Windows Vista
w7 renown
stop responding to that
I think they have different colors
we may never know
you can change the colors oml i dont know why im even doing this anymore
cuz youre a muffin
yeah
Well like I said I don't know a lot about PCs
u will figure it out
(i still reccomend getting win 10)
Thx for tryin to help tho, I appreciate it ^_^
either you trolled us, or a friend of yours thats good with computers tried to troll you
someone out there is aggravated you wasted their time when they tried to help you
im just laughing at how fucking insane u r
star with sunglasses eating popcorn
I cant believe hes still going
either you trolled us, or a friend of yours thats good with computers tried to troll you
Why do I feel like I know who it could be
ja it was his friend not him
"oh that pesky friend of mine must have wanted me to look like a fool, that's it!!"
where are my nachos
Well I haven't said that but ok?
We can talk about something else if you don't feel like talkin about that stuff right now
as you can see they are not giving you the benifit of the doubt
alas i cannot afford the popping corns
If you want
how bout u engage in genuine discussion for a few minutes
anyway, back to modding chat
Well so
Mh
I ve had plans to make a Dusk Like game but with weapon mods and stuff from doom eternal but in like Dusk and Quake like graphics
so i didnt added #library and thats why it was conflicting with others maps acs
what a terrible mess i am
Its okay, sometimes we all are a terrible mess
It happens to the best
but actually it's good that we aren't perfect isn't it?
Imagine a "perfect" world... how boring
But about that idea...
im a literal mess
Do you think Doom Eternal with Quake graphics would be any good?
dont fuck with me
Oh well I am a lot messier than you could ever imagine...
And I don't think I tried to fuck with you?
Well sure let's talk about some other modding related stuff then
So what was your latest game you've created?
Why is it every few months I get the urge to do something in the Quake engine... It's so pointless ๐
just make wanna be retro schรผter smh
I don't understand why doing something in Quake would be pointless.
Lots of great stuff has been done fore it.
I have sen much more great level design in Quake than most modern games
It's moreso that I know UE4 so it's pointless to limit myself like that... I just want that brush based life tho
trenchbroom seems comfy
i made this game mostly in 48 hours with my friends a few weeks ago https://milkbar-lads.itch.io/bonkers
i guess this is the right place to post it? i asked in #general-art and was told to go here
but yea about 90% of the work for this was done in 2 days for a game jam and then i ironed out a few things and added some small stuff afterwards
hope you guys like it if you decide to play it
@indigo olive There's a tool called HammUEr which can import .MAP files into UE4, although it costs like 40 USD
yeah the problem with that is you're not allowed to package it with the game so you dont get the modding support D: plus the process of making maps is no longer integrated into one package which is what seems nice about it
That sucks
I'll porbably stick with UE but might take a break to make a few quake maps and see if I feel limited in my creativity or not
Platform support is a big thing for me too but I cant imagine it's THAT hard to port something the like the quake engine to a console... hell they got the build engine running on it
The biggest barrier to that is the GPL
You would need to contact Bethesda for a closed source license
couldn't you open source the abstraction layer?
and keep the closed source platform library
That's a potential option, I'm not certain of the legalities but that's the route I'd go if I couldn't obtain a license (after seeking legal advice of course)
yeee
I think the main thing is that I should take my personal shit less seriously and go with what's fun for me
and tbh the blender > ue4 workflow for making levels is what's killing my inspiration
Yeahhhh using a modelling tool for level design is never pleasant
Unity has realtime CSG but I had my issues with HDRP when I gave it a go
I'll settle on something
The author of RealtimeCSG works at Unity now and is working on a replacement called Chisel just in case you hadn't heard of it
although I think I remember discussing it here before
The next option would be to use the BSP import stuff from the Dusk SDK once we open source it
that could potentially be neato
We're not putting any restrictions on its use because that'd be counterproductive
my main issue with the quake engine tbh is how ancient and arcane the source code is xd
all the modern ports are hobby projects that like 3 guys know how to use
Quake's source is actually quite tidy
It's tidier and more pleasant to read than UE4's, I can guarantee that much
Yeah, there's a lot of inconsistency in Quake port code
if I actually spent more than 5 mins with quake I might like it
the idea of a quake engine layer ontop of unity is compelling
Some of the lighting code in Quakespasm (which I believe is based on a bit of code from Darkplaces) is abhorrent
if there is some sort of nice interface for adding new VM functions and stuff
Lemme grab one line in particular that I hate
I'd like to do most of the stuff actually engine side
and expose behaviour to modders
FTEQW is what I have my eye on
zombie be code postin again
gang gang
lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
Try to guess what this does
without reading the comment?
Translated:
||lightmapOffset += lightmapWidth * lightmapHeight * sizeof(pixel);||
kill it with fire
what the fuck
what kinda format is he storing that data in that is needs a bitshift
surely darkplaces isnt that old that bit-packing made any sort of memory difference
So, that's actually just a divsion by 16
It's done as >> 4 as an optimization for old compilers
But basically, Quake BSP doesn't directly store the dimensions of a surface's lightmap texture
So you have to calculate it using the surface's UV extents
The formula is extents / 16 + 1
cries in gameplay programmer
But rather than having a function like CalculateLightmapDimensions, that formula is littered all over
Yeah, many
but the thing is it does everything I want it to already
and most of the bugs are in gameplay code like their behaviour tree system
I spent several hours delving through old deprecated code to fix a UE4 bug for Unfortunate Spacemen
Wasn't fun
Several hours as in, across multiple days
yeah, I guess I just need to get around to doing some rendering programming
lol
yeah we had a wonderful bug with the Parallel node in the behaviour trees
that took a few days of fun
||turns out a console variable was just hooked up to the wrong field||
probably still in the engine, I submitted a fix that apparently didnt fix it clean enough for them
so they left it broken
which is fair
ohgodwhy
That's funny considering how much of an architectural mess most of UE4 is lmao
basically we had a problem with the parallel node not aborting properly and leaving a dangling task
we fixed that but we caused the whole tree to reevaluate to the valid position
which is the correct position
but epic where like "you caused a recalculation... that's not ideal and slow"
BUT AT LEAST IT FUCKING WORKS
like, it's so rare that this edge case happens... and if its common enough you can even spot it in profiling then that should tell you that bug is critical as it's in the hot path
That's a fair call on their part I think
Would be nice if they offered some advice on how to improve the fix though
We know how to sort it, we just had a milestone knocking at the door and never got around to it ๐คฃ
As is life, in theory they should now know there is an issue and fix it themselves but who knows
As much as I love using UE4 it's definitely Tim Sweeney's fortnite roller coaster.
Lately I've been trying to find a better way for doing character decals for instance and it's been a thing.
By character decals you mean like damage marks/blood etc?
Yes.
I've never tried doing that, I just stick with 2D 'characters' lol
There's definitely a reason why a lot of games forgoe decals on characters these days.
Mostly because it's heck to get right.
Yeah when done well its great little addition imo, but id imagine it would be pain, specially with more complicated models, not to mention the myriad other factors you'd likely have to deal with
I made a little dev log type of thing talking about some weapon mechanics!
Brief walkthrough of the weapons currently in the game. Parts of the video are sped up to stay below youtubes 15 min limit, sorry for the weird sounding voice.
i love that floating enemy that shot little bugs at you
Yeah that one turned out pretty nice I think!
I think the height from the ground is a bit low
Makes me feel as awkward as when I played Ziggurat
I'm new to Unity and I'm considering purchasing UModeler or downloading ProBuilder to be able to make maps inside of Unity, and just ... not learn Blender. Is that a terrible idea?
I'd still advise learning Blender even if you're not going to use it for making maps.
For characters, weapons and so on?
Unity's tools for animation for instance aren't good like at all.
Yeah.
You're going to want to use Blender or some other 3D package for those.
That actually makes a lot of sense. But if I just want to iterate as fast as possible on maps, is UModeler or ProBuilder okay?
Can't speak for Umodeller but Probuilder's just a 3D modelling tool marketed as a level design tool
What is the difference between a 3D modelling tool and a level design tool? Is a level design tool more fully featured? Are there any of those that exist inside of Unity?
You can use a 3D modelling tool for level design but it's not ideal. Heard good things about Realtime CSG for standard brush based level making
I will take a look at it. Thank you!
So, I have been researching a little bit. If I understand it correctly, with Realtime CSG the boolean operations are non-destructive, whereas with UModeler they are destructive.
I can definitely see how it would be faster to prototype with Realtime CSG then
Probuilder is cool and a lot faster than building stuff with Hammer for instance, but if you do stuff in the wrong order and wind up with weird geometry then fixing stray verts and wacky UVs is a lot of work. Fastest way I figured out was moving all the extra verts to the same spot as a neighbor and collapsing them. Umodeller is nice but you won't see the benefits to using it until you're somewhat familiar with ProBuilder now that it's free.
You can actually export mesh parts for a level made in ProBuilder so you can add detail work and such in Blender so it's not a one-or-the-other situation, but you won't need to do that until you've playtested and whiteboxed stuff.
correct me if im wrong but i belive you can export hammer 2 map files to a format for other programs the only one i remember is maya though off the top of my head
a little DM map for open fortress ive been working on
it's a recreation of Black Mesa's We've Got Hostiles however it will have several new connecting paths
just a little something i've been working on though
Some More WIP stuff on the level
air vents in top image contain a spawn point each for random mercs coming out of the building
redid the airvents texture to look nice
1st image area is based off of the hallway looparound seen at the end of WGH near the cafeteria
Hey y'all! Check out this Doom total conversion me and a team of very talented people have been working on. Welcome to Deluge.
https://www.youtube.com/watch?v=mtj7QdaE5-M
A collection of vistas in Deluge: Onset - A demo release for the total conversion mod DELUGE. All mapping by Chief Smokey.
Discord: https://discord.gg/S8jaGfw
ZDoom thread
https://forum.zdoom.org/viewtopic.php?f=19&t=68825
Discussion about ZDoom
@winged shard looks cool, TF2 is one of my favorite games, mapping for it was like one of the first things I did related to 3D games @violet otter looks good, very moody
https://twitter.com/EntranceJew/status/1294509624293548032 was working on my moddable game when I took a detour to implement one of my favorite weapons in any game, Stranger's bow.
Continuing to play with the Stranger's Wrath gun, I got status procs added to projectiles. Even when prototyping, making UI to explain what's going on still took some time. Thanks @lorne_lanning for making a game that scratched my "weapon as utility" itch. #madewithunity #uni...
there is a pack of 3 maps but that's about it
the rest are individual
@spare scarab links?
1 moment, but visit the dusk-mods channel above if you want to follow some development and talk about dusk mods specifically
thanks
4 maps
how do you boot mods into Dusk?
You need the SDK first
You can download it by going into DUSK's properties and selecting the beta branch "SDK"
ok
there is a channel for dusk mods specifically btw
ok
Quick Unity question, how do you change texture filtering at runtime? I'm considering making it an option like how Dusk does
You need to set the filterMode property on each texture
So you need to store a collection of textures somewhere that you wish to be affected by that setting
thanks, I'm still relatively new to Unity/C#
Work in progress.
Get ready, this trip is gonna get wild!
Currently 9 monsters were programmed.
thats incredible
that was the hardest level in doom 2 for me
other than the icon of sin of course
I still haven't beaten the icon of sin proper
a splash screen
That Sprawl preview was amazing from last month!
Gek more like Goofus.
@unique trellis yeah that's the news, me.and Revel are teaming up to make a hybrid game of our projects in UE4 instead
@crystal kraken I mean there is more but it's kinda news itself if you're part of the quake scene recently :3
A teaser gameplay demo was uploaded to YouTube last month using dark places but it's moving to ue4 and changing slightly
huh i feel like i missed that
watching it no
w
yeah i think moving to ue4 is a great move
the preview vid, while extremely cool, reads very much like a quake TC
i think being on a fresh base gives you a chance to make it more distinct
Hell yea :3 that video is also using old textures and models and it's now a mix of both of our projects so we're super hyped to get it to the point we want to show properly again but it's looking great โบ๏ธ
@indigo olive well, I haven't been active on Quake anything for quite a while
my last (open) quake-related commit was in 2014 methinks
Work in progress from a remake/update of a game im working on (was gonna put this in art, but since its game dev related figured id drop it here)
Are ultrakill mods a thing now?
probably not until the game comes out
not in near future
Probably not unless they go full DUSK sdk imo. And as a programmer the dusk sdk amazes me ๐ฎ
There are tools to mod Unity games right now if you want
Not very convenient but they work
Yeah for sure, but they are messy af
We can't have everything
I'm just interested in seeing the sauce for Dusk SDK when they release it
that could tempt me away from unreal for my retro games
purely for the community mod support and QuakeC
although QuakeC ๐คฎ
Same way I feel about blueprints
C++ gang
I don't enjoy QuakeC a lot cause it's quite limited but i'd rather that over tying knots between squares
I use blueprints for triggering anims and responding to C++ events I fire but that's about it
Working with other people who know blueprints is hell though
I like that they exist but my dayjob is ue4 and designers do the darndest things with BP
BPs good but if you don't pay a lot of attention it can become a tangled mess.
Yeee, I actually fully believe that performance aside you can make a full game in BP and have it be super neat and well put together
I've just noticed a connection between people who only know BP and people who make messy BPs xD
Eh performance with BP ain't terrible but it's definitely slower than C++
yeah, I dont mind having bps in a project ^-^
It's moreso if you make a full game in there you could run into issues
but it depends on what kinda game you're making
yep, so when a weapon fires in my project it just calls an blueprintimplementableevent on the animbp
and then notifies all handle the logic inside the weapon
BPs are great for reactive stuff
once you start building the systems themselves in bp
it becomes a spiders web if you're not careful
Eh building systems can work fine too, as long as you don't run everything on tick or timers with a really small interval.
With how the QuakeC support is set up you could just write your own backend that implements C++ scripting
It's being engineered in a way that it could theoretically support Quake 2 or GoldSrc code (not that it's actually planned to be utilized for that though)
Id want something super easily moddded by the players so I'd probably go the LUA route
that would be neato
oh god lua
it's fast as fucc boi
I hate it
Lua rules if you can get past the syntax
Syntax is horrible
LuaJIT is also like
most of the timemodders arent coders
The fastest scripting JIT ever
I'd rather lear whatever new crazy feature they add in C++20
they dont have preconcieved notions
lua's language spec is like less than 10% of c++
If you don't like Lua you can always use it as a compilation target
lets not get ahead of ourselves
For example, Haxe can transpile to Lua
There's also a C# to Lua transpiler
I'm in the C++ is bloated camp, but let's not get into that can of worms lol
Visual Scripting is super handy for shader/material stuff. Especially if you're doing complicated vertex anim stuff.
C++ is bloated
C++ is a mess ๐
I like visual scripting for anything other than actual programming
I wish golang didnt have forced garbage collection
Like, for things that are primarily visual it works brilliantly
Let's just go back to Microsoft BASIC TBH.
shaders are perfect for visual programming
C will always be my favorite, warts and all
I'd go for modern C
Of course, no less than C11
declaring vars at the top of functions can gtfo
ahaha
I started working on a C++14 project and after the initial impact I am quite ok with it
The project is great so learning mte abstract features is fine by me
there is just too much going on that encourages programmers to be as "clever" as they can
Yeah I mean, you can still use C++ and have fun
and it has its uses
I just think it's a really poor choice for a first language
Open Hexagon is a fast-paced and adrenaline-inducing arcade experience by Vittorio Romeo. Designed for moddability and custom level creation.Open Hexagon is easy to learn but extremely hard to master. There are three main actions you can perform: rotate clockwise, rotate count...
$4.99
Too many pitfalls
this is the project I was talking about
Speaking of Lua's syntax
There's a language based on Lua that gives it a more C-like syntax called Squirrel
The SDK originally used that, but I ended up ditching it for a number of reasons
I think Portal 2 and L4D2 use it
oooh I'll check it out :3
iirc it also doesn't have a mature JIT but I may be misremembering
AngelScript is a really cool one if your project is in C++
Blood: Fresh Supply and other Night Dive remasters use it
So did Overgrowth.
theres a lua variant with optional static types
I'm tryna find it
A fast, small, safe, gradually typed embeddable scripting language derived from Lua Why Luau? Syntax Sandboxing Compatibility Linting Type checking Performance
C++, if you're not trying to be flashy, is better than working with stock C imho
RAII and Templates (used with a lot of diligence) come to mind, plus having a library of good container implementations
I just want C but with namespaces ๐
going back to C, missing RAII and templates really stood out to me
error handling in C is really annoying - you need a lotta macroing and whatever, and sometimes you just HAVE to use a few goto's to do it
also constexpr
I despise templates as implemented by C++
RAII is good, but if C were to get that, I'd prefer if it were a defer call feature
And well, goto is the recommended way to handle cleanup in C, it's tidy and I have nothing much more to say on that
I don't use any macros for my error handling at all
(and constexpr would be good if it was actually always const and wasn't effectively replaced by consteval in C++20)
good containers is probably my most favorite C++ feature
screw C linked lists
give me a vector
It's very hard to do type safe container types in C, which is definitely a point against the language
templates are good too, I was quite skeptical of lambda but I have seen simple and effective uses, although I still wonder if something else would have been better in their place
lambdas are good
there's an experimental language called Zig that offers a rather cool alternative to templates, if only I liked most of the other things about the language...
I had a math teach who could not say lambda, he said something like lameba
In Zig, you can have a compile time method that returns a new type definition
interesting
So the function can take parameters of types
Which it uses to create a new type
fn List(comptime T: type) type
{
return struct
{
items: []T,
count: usize,
};
}```
like it outputs a struct kinda thing or is it something different?
when you do this, the type returned gets named after the function
Ah there you go
And you can use that function call anywhere you'd use a type
so you can write thing: List(i32)
I think it's a really cool idea and I'd like to see another language play with the concept
where is usize coming from in your example?
It's just a standard type
i see
it's like size_t in C/C++
got it
Zombinos that doesnt look like any C i've ever seen
I assume it is unsigned size
what is it
It's Zig
no this is Patrick
I despise templates as implemented by C++
I can def. see why would anyone hate it, but even in the insanely annoying and convoluted way it works it's still better than not having it
Oh for sure
Maybe when C++20 brings designated initializers I'll be more likely to consider it
It's one of my favorite parts of C and there's a lot you can do with it
Namely, named/optional function parameters
data structures in general are interesting to me
#include <stdio.h>
struct CoolFuncArgs
{
int someInt;
float someFloat;
};
void CoolFunc(struct CoolFuncArgs args[static 1])
{
printf("someInt: %d\nsomeFloat: %f\n", args->someInt, args->someFloat);
}
// To have arguments with default values other than {0}, set them before __VA_ARGS__
#define CoolFunc(...) CoolFunc(&(struct CoolFuncArgs) { .someFloat = 120, __VA_ARGS__ })
int main(int argc, char *argv[argc - 1])
{
CoolFunc(.someInt = 7);
return 0;
}
example of how to do named + default parameters using designated initializers in C
By specifying default parameters in the #define you lose the ability to call the function without named arguments though
As in, if you change the define to
#define CoolFunc(...) CoolFunc(&(struct CoolFuncArgs) { __VA_ARGS__ })
you can do both CoolFunc(7) and CoolFunc(.someInt = 7)
good so far
Been a while since I touched TTR but now I'm on a quest to finally fix the ledges and not make them feel like stinky jank.
Not entirely the desired result, I kinda want to have it function like a wall rather than bounce but it's a start.
Tim pls.
why not just... add some invis. geometry there
Because, fuck that.
just make it as the player reaches the edge, sheriff loses balance, when you push it again then it falls down
I do declare that the new loading screen for The Age of Hell looks downright spiffy and is a lovely throwback to the classic doom art. Wizardry courtesy of TMC and the hammer and demons match assets in game ๐
#doom #doom2 #ageofhell https://t.co/Bab4zQoB5X
Little update on how things have progressed ๐ https://www.youtube.com/watch?v=on8uMVh6wgk
gives me titanfall vibes. i like it!
Movement and slow motion are nice, and so are the weapon viewmodels. The viewmodels in particular remind me of Quake and Unreal-engine blocky models.
Yeah it actually started out as a quake TC, well at least half o the project did ๐
WE wanna stick to sliiightly higher fi than quake but not too much but with modern rendering features like volumetrics
Sounds good.
The Deus Ex and Bladerunner influences were sweet.
At least what I saw in the original Quake TC
spooder tonk has to happen ๐
Ive been working on a doom map recently
Ill post pictures when i go up in community ranks
The basic theme is kinda a worn down castle lost in a flooded abyss
Ive only got a little bit done but im proud of what i have so far
Fellers i must ask, what are the pixel sizes for DOOMs Viewmodel/Hands?
I want to make some custom pixelworks and i dont have the ratio yet
aye thanks
Been a while since I touched TTR but now I'm on a quest to finally fix the ledges and not make them feel like stinky jank.
@wraith beacon
Whoa this looks REALLY cool!
Over the top, FEAR style muzzle flashes, complete with shadows? check.
just dont tease with features of something really desirable only to not deliver it
That's a pretty tiny fireball.
@hazy sorrel we wouldnt develop then remove a cool feature without good reason :3
@wraith beacon how beeeg should it be?
Stinky paintover and this really is just a matter or personal taste but I'd say around this size would be pretty good. To give it that hollywood blank vibe.
@ancient sail actually said the same thing about scale, happy to cave to pressure on this one ๐
Peer pressure works
peer pressure best pressure
Another thing that works too is a tiny fireball and a lot of smoke.
yeah I plan on adding some smoke particles and even weapon glowing red
I just need to leanr how to make particle systems in unreal as I'm not an artist ๐
Question to the DUSK SDK guys, have you checked with unity about the licensing of something like that cause I remember the EULAhaving something about not designing a competing game engine with it but I feel like that's somethins that's a bit of a grey area in this case
fixed :3
looks better
Very nice
Nice lighting. Once again, digging those retro-like models and pixellization.
REVEL is putting together a much nicer looking dev arena atm ๐
tfw you spend hours trying to think of a smart way to handle weapon tracers so you go to tf2... a game I considered polished af and you see this... https://www.youtube.com/watch?v=b2g5EWvDf14
whats the deal in here
tbh talking poorly on a game that still looks rather nice by today's standards considering it is 13 years old and runs on a 17 years old engine over something pretty minimal does not make you look good
cry more?
I wasn't really going in on tf2, moreso that I was overthinking the problem
there is a reason I went to tf2 to check the level of polish, it feels great
What's even the issue in the video?
Tracers just go through shit, the bullets dont line up properly xD
I'm overthinking things
also the delay on the tracers
Tf2 gets wacky when you slow it down.
It's also tracers on a hitscan weapon, so it's gonna look delayed no matter what, but I think it's mostly due to it being slowed down. What's worse is when you're watching a stv replay or something slowed down. The game looks super broken in those
give me shuut
I should probably stop sharing so early in development as a lot will obv change but I'm actually super hyped for this.
GIMME THAT SHOTGUN
Das @ancient sail 's boom stick!
https://media.discordapp.net/attachments/423212812320505869/748666048517242991/unknown.png
https://media.discordapp.net/attachments/423212812320505869/748666172333097060/unknown.png?width=1199&height=672
https://media.discordapp.net/attachments/423212812320505869/748666449807015936/unknown.png?width=1199&height=671
Early WIP of my new CS:GO map
It's Source, so there's a pretty big limit one what I can do
Everything but the rocky/foliage area has not been worked on at all yet
Source 2 csgo when
Isn't CSGO already source 2? DOTA 2 is
nope
A Source 2 port has been teased a bunch, but nothing has come out yet
some code is implemented from source 2 irc but nothing major
Yeah all they really did is port the Source 2 Ui rendering stuff in.
When is zombie porting Lithuim to Source 2
The whole UI is the new Source 2 stuff, panorama I think It's called
But I think they got some other stuff too
As a modder I'm super excited for CSGO being ported to Source 2
Source 2 is so much easier to work with than Source 1
Friendship with Source 1 ended, Source 2 is my new best friend
As a person who plays video games I hate CSGO and as such don't care about it being ported to Source 2 
Although it is probably a useful thing for modders regardless
probably a great way to get prepared for new games coming out that use Source 2 as well as the new iterations of Hammer and S2DK and things like that
source / 2 looks absolutely beautiful but yeah i cant get into csgo either
i got some wips
Those HL2 in source 2 vids donโt do the engine justice at all
havent seen those yet, sounds like vanilla quake in darkplaces lol
so maps can go here?
Yeah
This is sort of our modding/gamedev general channel
Feel free to post anything you are working on here

Like I said I got wips, got the screens now
Sec
oh ffs lol i dont have rat rank
what a shit
okay i cant upload pics of it yet but i will soon
Sure
I'm glad that to some extent, people still make multiplayer maps for older FPS games.
Absolutely
Though a lot of the time peeps still just want to play stock maps anyway which is a bit of a shame
Damn I loved Kingpin
At least someone other than me here did
It's my favourite fuckin game ever and mapping for it is a joy
even when i get random shadow / coloured light patches where i dont need them lol
i remember pretty much every dialogue was fuck fuck fuck in the game xD rats running on streets, bums hobos everywhere xD idk think I played it more than gta as a kid
was a fun game
ghetto ass game xD
think all the women in that game were just hoes?
funny remembering kingpin xD
oh yeah and you can bind a voice clip to a key in the autoexec so you can spam x and go f-f-f-f-f-f-fuckaahh
love that
bit offtopic now but good to see someone appreciates that shit
so good
Why is the gamma so high
because i have bad eyesight
You might wanna consider showing your progress with a more standard gamma value.
Most people do not have an eyesight as bad and will find it the video ugly because of it
I do find it ugly and do not feel compelled to keep watching the video more than 10 seconds
https://ks98.itch.io/retrowave-84 Decided to put this out there recently, kind of an old prototype/concept I developed a while back, may as well drop it here ๐
a note about source2 while some of the S1 jank still exists a lot of it has been removed from the new level design tools.which can be used to make S1 VMF maps. you still have to abide by S1 level design standards (enclose the level to stop leaks ETC ETC.) but with the improved S2 Tool set.
i know of 1 TF2 map at least made in the S2 Tools
and the CSGO remake of dust 2 was made in S2 then backported to S1
Ghost boy is right
Actually most of the map remakes have been made in S2 and backported, like Inferno and (possibly) Nuke
Atm, there are no community available tools to be able to do this, which would definitely help making custom maps look more professional.
Surprised my boy Lain was out of the loop
Now time to get back to my mapping duties!
Some custom longboard models (this is a test map, btw) for my new project, ar_paradise
ngl thought those were carrots
... Okay... I'm just curious how, and what should I change (before I move on to the other models I need)?
oh idk I just need to eat more carrots I guess.
Ah- did they look like surf/long boards to you?
yes
๐
Also, what's the "ar" in ar_paradise stand for
Arms Race
Gotcha
Hot damn, that looks great
This is my second CS map, even though I've been working with Source for like 4 years lol

FPS on the map ain't even that bad, either
Boards look kind of smooth imo
Yeah the edges are smoothed, and that's on purpose
This was my reference for the shape
Yeah
Most people don't even bother looking at a lot of the detail closely
Is the wood texture being symmetrical on purpose?
Yes
Tbh I might not use the wood, might go for a painted look but idk
This was something I was thinking of for the current model
this alley turned out so fucking good
cant really show how good here without a ramble
anyone coming through the redlight tunnel with flamer or tommy is forced to duel with anybody who's spawned here and picked up the tommy, shotgun or rocket from the balcony
it feels fantastic in motion
Okay that's all for now, sorry for the spam
Just really proud of this so far
kingpin fetishism
it is a little bit
Discussion about ZDoom
is Gloomwood modable?
Not currently, no
Oops, I meant 'will it be'. But sweet, looking forwards to it.
if it's not being built ontop of the DUSK SDK which I doubt it is then it would need a dusk sdk style rewrite to be properly moddable
Unity modding is just painful tbh
if a gloomwood modding sdk were to happen, it would absolutely reuse a bunch of dusk sdk stuff
if not, the lessons learned in building the dusk sdk are immediately applicable
A new generation of FM's? ๐
Well, for a simple model- it took too long lol
Well we all need to start somewhere
You think I'm new to this
I did start this year, but compared to the quality of my other assets, this was by far the hardest to make
It does, very pretty and comfy room
Thanks!
Hi guys, I've recently uploaded a new open alpha combat demo type build of my project.
I'd love for you to check it out and give me feedback if you'd like!
looks neat, will try it out
How do you guys put these things together so fast
Thanks, I hope you do! Well I for one started out as an artist, bringing that skill into game dev is super valuable. I feel bad for all the awesome prototypes out there that are held back by a lack of art skills.
woohoo implementation gang
yeah it's insane how fast things are progressing with my project now Revel is involved on art, animation and sounds. It really motivates you to keep adding features and push forward too
And likewise! what I had before was functional, but limited, what you brought to SPRAWL is a lot of possibilities that extend past the 90โs retro shooter I was building. Its tough to do it all yourself!
Can you guys link your project? I'd love to check it out
@ebon summit if you scroll up a bit there are some screenshots :3 this is probably the server I'll be most active in with it
https://media.discordapp.net/attachments/750824651046780939/751165771320656033/unknown.png?width=1195&height=672
https://media.discordapp.net/attachments/750824651046780939/751166157553270804/unknown.png?width=1195&height=672
https://media.discordapp.net/attachments/750824651046780939/751166259168804965/unknown.png?width=1195&height=672
Nice
Beaut
Looks pretty hot. By the lighting I'd say that's... CSGO?
If that's not source then I'm big dumb
https://media.discordapp.net/attachments/750824651046780939/751165771320656033/unknown.png?width=1195&height=672
https://media.discordapp.net/attachments/750824651046780939/751166157553270804/unknown.png?width=1195&height=672
https://media.discordapp.net/attachments/750824651046780939/751166259168804965/unknown.png?width=1195&height=672
@rustic holly what engine?
So I've just decided to add a multiplayer mode... how long do you guys give it before I realise what a terrible idea that was ๐
way too late
It may or may not have taken like 2.5 hours to solve replicating smooth crouching... smoothly, because epic make some really annoying assumptions ๐ https://www.youtube.com/watch?v=fmMpk05-gI4
Set up a discord if anyone wants to start following progress ^-^ Apparently I cant post invite links in here though ๐ฎ
Goddam discord shill
pffft, my discord is a silly place and no one should ever go there...
@lofty vapor If you look at the messages right above, yours it's Source Engine
It's a CSGO map
oh wow I was given a role
Yeah talk for long enough and you get ranks
They're just there to show how many virginity points you have
I only use this channel lmao
Way back when I pitched Dave a game, but it was pretty unpolished
You've got fucking balls if you pitched dave a game
good luck with your current project, that map is nice
Yeah at the time they were pretty intrigued by the concept. we didnโt have much of anything besides a prototype tho then
Kinda gave up on it after I went on a hiatus
Avian, isnt there an exception listed there for #general-modding ?
just pm ppl who are interested
@tranquil oracle sorry for the late ping, could you send me the jakob model, I want to make him twerk
Jakob is one of the models that are available in the SDK already
Thank you zombie very cool
project is lookin cool
Hey would anyone be able to help me with modding something in Ultrakill?
I'm specifically trying to change a sound effect but I have no experience modding games so even just directions to a learning recourse would be appreciated
I have found the sound that I want to change in the game's assets and a sound to change it with
you dont mod ultrakill
you probably can decompile the assets but not the reverse process
Iโll look for him later but if anyone is able to find him rn iโd appreciate that
@hazy sorrel Yeah I tried using UABE to get it done but I couldn't get it to run properly ๐
some people have replaced some images and such in the game, you have to use bepinex iirc to inject things
assuming i'm big dumb idot what youtube tutorial do i watch to start using trenchbroom
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youโre a total newb or returning to mapping after a long time away this is the tutorial youโre looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the ...
It's a bit of a shit to get set up with the compiler and all that but once it's set up you can just map away
dooope
Yeah if you need any help I might be able to sort simple probs cos I use it for Kingpin mapping
Should be a little easier to sort quake 1 / 2 profiles and compilers because they're the most commonly mapped-for games with trenchbroom
ok real quick, I think all my files are where they need to be, but when I go to drag dusk.wad trenchbroom gives me no indication that it's loading it
quake is running fine
able to drag and drop assets from that
Your directories are as they should be?
You know
Engine / game profile is set up
I'm not too familiar with loading .wads
as far as i can tell, followed the subreddit guide here https://www.reddit.com/r/Dusk_The_Game/comments/f33t7u/how_to_make_maps_for_dusk/
when i go to drag the .wad into the window, it doesn't seem to recognize it
Weird
yeah basically
Did you find the little tab at the bottom where you can select texture groups?
Just to be sure
the entity browser?
yep
And there'll be a tab at the bottom of that you can open that SHOULD have your wads
That's how it worked in quake 1 anyway, you opened that tab and selected whichever wad file you needed
Wait
Are you trying to use dusk's wad in quake 1*
ok
so it's imported now, for some reason in the video on the moddb site it had them dragging into the top window of the face tab
but i had to drag into the texture collections window
only
yeah weird af https://i.imgur.com/tyq05gF.png
Once it is working just select a brush (shapes in your map) and then select the texture
that bottom right window is the only place that would accept the wad :o
yep seems to be fine now, ty man
๐
One more thing, you'll want to hide the texture collection tab once you're done so you get a better look at the textures you have
I forgot to do that first time and had a bit of a hard time scrolling lmao
Surprised dusk textures work in quake 1 tho?
Idk
If it does let you have them they'll probably look much different cos quake 1 has a completely different palette
oh well yeah
https://media.discordapp.net/attachments/423212812320505869/752010194653020200/unknown.png?width=1195&height=672
https://media.discordapp.net/attachments/423212812320505869/752010369689583777/unknown.png?width=1195&height=672
https://media.discordapp.net/attachments/423212812320505869/752010580050706442/unknown.png?width=1195&height=672
Discussing spheres on Quake Mapping Discord yesterday. Here's a quick way to make a simple approximation of a sphere, using "czg-curve" profiles, clip, extrude, scale, and some convex merging.
#trenchbroom #quake #leveldesign #brushscience https://t.co/URSVCO4NNM
man the shit we have to do to get a sphere in trenchbroom
or even a circle
or anything round really
can't have shit in detroit
prob better to use models than build all that shit outta brushes
unless you really just want brush art
Kinda surprised they haven't actually added some mode to make circles and stuff
"TrenchBroom needs primitive brushes!"
NOT WHERE WERE GOING!
"Repeat Command" abuse by Ninja.Cow on the TB Discord :D https://t.co/pbYq07kjvn
the windows classic theme completes this gif
my god mapping with trenchbroom is so ridiculously fun what the hell
Cant tell if sarcasm
It's fun when you already have a solid idea what you want to do and how to do it
When you're sitting with a quarter finished map just staring at it wondering what the hell to do then yeah
Iโd say Source might be the same, if not a little easier because of the tools. Admittedly, I have a few years experience so it really helps to be able to rely on that. I think beginner mappers/modders/devs struggle a lot when theyโre starting out or just trying to wrap their heads around a new project or idea. I think experience, above all else is key in being able to make something of value with any of the tools out there at the moment.
oh i'm just a noob and was being serious
but i'm sure my tune will change once i get really far into it
I think most popular tools are mostly well made. Hammer is good, most Quake editors are good, hell- Unity is good. It's what you make out of them mixed with your experience as an artist, developer, creator that will set your work apart from anything else
It's taken me like 4 years to get anywhere with my level design work
Next thing I know, I got retweeted by the lead LD at MachineGames
I think he's new there, cause his bio said he worked on Watchdogs
But the point is, just keep at it
Almost 90% of the stuff I've made, or tried to make, has been shit. You literally just have to be passionate about something, or gradually work your way into being comfortable with a certain area. I only released my first finished product ever on August 7th
It just feels otherworldly powerful to create something in an editor then play it mere moments later. It doesn't hurt that the editor is so easy to understand
just having a real good time quake mapping atm, hoping to move onto dusk later
is the palette file the thing that determines the entity preview in trenchbroom?
The palette file is a colour palette
Meaning, it contains the 256 colours used by the textures
that just makes too much sense
When you're sitting with a quarter finished map just staring at it wondering what the hell to do then yeah
@shy hatch Would highly recommend this level design talk from GDC a couple years back. There's some really solid advice in there.
In this 2014 GDC talk, EA's Seth Marinello explores a number of "step one" strategies used by professional level designers targeting specific games, as well as high-level concepts which can help you make your own games.
Register for GDC: http://ubm.io/2gk5KTU
Join the GDC ma...
Still doing art and pipeline tests but this is pretty 
Ironically we'll probably be moving to a trenchbroom based mapping technique ๐
God I wish I had Unity's RealtimeCSG plugin in Unreal...
or Chisel... All my homies love Chisel.
that looks like something you can work around
@hazy sorrel what do you mean? :3
something that needs some touches in detail and lighting and can be considered as finished
Oh the layout isnt really good for gameplay or anything yet
which is why we may be moving back to trenchbroom but importing into ue4
gives us better freedom with geo for movement and stuff
Modular assets are great for the real world but with our movement there are gonna be lots of tweaking of actual dimensions and stuff
i think it looks great
Anyone happen to know how to strip models from gamecube games?
@inland patrol yooo, haven't seen u in a while. I recognize you from Source Discord
howdy yeah i did some source maps for opmod
originally csgo maps but all of those arn't great
Btw love the Rorschach pic
thanks its pretty low resolution
i found a pic of a comic panel and just cropped out everything else
lol nice
finished the last section of the map (a condemned flat that leads doesnt have much to offer in terms of ammo or weapons, but houses the heavy chestplate and leads out to where the HMG cooling mod is)
nothing really too impressive, just liked this moody midsection with the purple moonlight
now all ive got left to do is clip off some bits of geometry peeps are gonna get caught on and test the map with the fellas
assuming blender still reigns for free 3d modeling?
Yep.
It's gotten really good too, especially with the last big update (2.8)
It's way more intuitive to use than it ever has been
I am mildly bothered by how symmetrical the two sides of that opening are
Considering how there are just bricks laying around I would expect such an opening to have been just torn in the wall, not to have been a finely crafted OCD effort
hamburger helper going full kool aid man
yup, unity
thanks hakita........
I'm gonna have to look at that then
Admittedly I did rush this part out so I could see how it looked compiled
yo i got a weapon model and texture images, but i dont know how to apply them in blender, for some reason they dont apply automatically
its also invisible aside from an outline for some reason
can i get some help on how to get the raw file of the sounds of the dusk weapons, preferrably the riveter fire sound
PC / Computer - Dusk - Weapons - The #1 source for video game sounds on the internet!
ok thank u..
No problem
I forgot what a pain in the ass multiplayer programming was.
multiplayer still reads as black magic to me
https://www.youtube.com/watch?v=l8dxoj9UtpA is all good now :3
Netcode is working with hundreds of shroedinger cats
My netcode debugging usually degenerates in
#ifdef CLIENT
printf("fuck\n");
#else
printf("ass\n");
#endif
lool
big true
best way to know if the two parts do not agree
hey guys, new to the server. anyone know about any possible coop mods coming out?
For what game?
sorry, for Dusk haha
I doubt coop can just be modded in
At least not without a lot of very inconvenient and excessive amount of work
It's really a thing better handled by the original devs, not a modder decompiling the exe and hacking it in
BROTENDO coop is confirmed to be a feature in the future but that's "SOON(TM)...." territory
@ancient onyx coop is already planned for dusk
Itโs coming after the mod tools are done
Dusk VR when
tomorrow
inb4 someone mods in CS for Dusk
Haha awesome, thanks for the info guys.
Been replaying old shooters I grew up on with my little brother and then I discovered Dusk... Would be great to play it in coop with him haha
We have networking OwO https://www.youtube.com/watch?v=UBqhZ0YF48U
It's super late, this is a heavily WIP dev area but I figured I could see what I could fit into an 8mb discord gif ๐
That looks pretty cool already
We're moving at lightspeed atm it's insane ๐ฎ
Its super cool to see the vanity shots @indigo olive takes of my test areas, she makes em look bette than I could
@indigo olive whats the project youre making?
Quakelike FPS inspited by Ghost in the Shell, Mirror's Edge and others :3
freaking titanfall
freaking titanfall
@hazy sorrel with lazerbeams
so it is in a prea lpha stage?
@viral wren still fairly early on, but at this pace weโll have something to show very soon
Currently designing the HUD, ill post some vanity shots of that at some point
I have a love/hate relationship with unreal sometimes xD
It's amazing in so many ways... and in others it makes you do dumb shit like this.
The whole multiplayer framework is built to support listen servers (basically p2p with one player acting as a server) except for the OnRep notify system which only fires on the clients, and there is no way to specify "yo treat the server as a client too" for this specific feature even though that's supported literally everywhere else.
/rant
Anyone happen to have a low poly forearm and hand model
I actually do surprisingly
but you can't have it because when I finally decide to learn 3d modelling and finish my game I'm gonna use it
I can give you one but you'll need to find your own texture
https://cdn.discordapp.com/attachments/423212812320505869/753433378325266462/Counter-strike_Global_Offensive_Screenshot_2020.09.09_-_20.51.39.65.png
https://media.discordapp.net/attachments/423212812320505869/753433383903822034/Counter-strike_Global_Offensive_Screenshot_2020.09.09_-_20.52.54.26.png?width=998&height=561
https://media.discordapp.net/attachments/423212812320505869/753433388987187210/Counter-strike_Global_Offensive_Screenshot_2020.09.09_-_20.54.08.58.png?width=998&height=561
Doosk: managed to recreate Dusk's gore behaviour.
Also, added most of the monsters and item pickups.
doosk is crazy
Does anyone have any resources or advice on where to start fresh with 3D modelling and animation in regard to videogame design? A lot has changed since i last touched the subject and I have no idea where to begin. Would Blender and Unity/Unreal Engine be good place to start?
I learned through trial by fire. I needed assets for my CSGO maps and I got a Blender+Painter workflow ready and efficient within 3-4 months. Now Iโm very proficient at hardsurface modeling, and cloths sims. @unique trellis
I would like to create some new weapons and animations for DUSK in preparation for the full SDK release.
the only thing that i know of which supports an add-on for the format that dusk will use is blender
Yeah, Blender is the only officially supported modelling tool for IQM
Definitely not opposed to supporting more model formats though
as long as it's not FBX
awesome, and should i stick with unity for first time 3d game dev? probably gonna have a mess with trenchbroom too.
trenchbroom is sick af for first time mapping
speaking from experience
Jack is also that if you want pain
Hammer is also that if you want crashes
All complex software tools are that
Hammer doesn't crash, worldcraft does
JACK's pretty good as far as Hammer/Worldcraft-likes go
im too much of a fan of how you create brushes in it to not use it
https://www.youtube.com/watch?v=1AQhvLKNU7I OwO nostalgia.
500 ping? no problemo https://www.youtube.com/watch?v=kEG5QoVyGTk
how long has trenchbroom been around anyway? It seems really powerful even though it has a couple minor issues

@mild talon seems like a relatively recent thing
seemingly first version of trenchbroom came out in 2012
so i wanna try making a retro shooter style gameplay loop, but the thing i cant get a clear answer on how to pickup and use weapons. im working in unity. anyone know the best way to go about it?
private void oncollisionEnter
{ if touch weapon
{give player weapon }
}
that's basically it
admittedly not in this terrible pseudocode form but still
just a boolean for whether or not the player has access to x weapon should suffice, and the boolean becomes true when they come into contact with the weapon
if it's like borderlands where each gun is different or randomly generated then that's different though.

