#general-modding

1 messages ยท Page 65 of 1

unique trellis
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So is there a way to legally get a new Windows?

sharp vortex
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not without buying it, no

unique trellis
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damnit

sharp vortex
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there's no upgrade path from Vista to 10, that's free at least. 7 to 10 is free, but Vista to 7 isnt

unique trellis
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Fvkk

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Well what am I going to do now

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Is there anything I could do about it?

hazy sorrel
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you could always try the used sticker

sharp vortex
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Can't say for sure.
I guess wait until you can get a key.

unique trellis
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well honestly it get's the job done

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and it looks really nice and modern and feels nice to use

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I don't mind sticking

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It's a nice OS

hazy sorrel
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so nice it was scrapped for Windows 7

tired hound
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err

unique trellis
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Wait, really?

hazy sorrel
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(which is a refurbished vista)

unique trellis
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I like it

tired hound
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it really isnt but youve been using it for so long that your prob used to the bad stuff

unique trellis
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Uhm

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What bad stuff for example tho

tired hound
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its generally unstable

unique trellis
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Oh really?

brittle tide
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Nokia flipphones feel modern if you've never used anything else

unique trellis
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I can't tell

tired hound
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yeah exactly

hazy sorrel
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unstable, resource demanding for its time

unique trellis
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My PC hasn't crashed in a long time honestly

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Even tho I play all these heavy games like Doom Eternal

tired hound
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hold up

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you play doom eternal

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on windows vista

hazy sorrel
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Jokes on you, flipphones can be more of a utility than the cheapest smartphones

brittle tide
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That means they're modern-er

unique trellis
#

What version of Windows do you guys use tho

tired hound
#

most use 10

hazy sorrel
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You cannot do much but always gets the job done

brittle tide
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Millennial

hazy sorrel
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10

unique trellis
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Mh

tired hound
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i use 8 for reasons that will probrably start a small argument if i go into it

unique trellis
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Is 10 any good?

hazy sorrel
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Its decent

tired hound
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but id reccomend 10

unique trellis
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i use 8 for reasons that will probrably start a small argument if i go into it
@tired hound Tell me

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im interested

tired hound
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maybe later

unique trellis
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Okay

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So, what improvements can I expect over Vista can I expect from 10 ?

hazy sorrel
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you need 10 for modern software and security updates

brittle tide
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It's twice as modern as Vista at least

unique trellis
#

Really?

tired hound
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also you really shouldnt disable security updates. they arnet fun to install but it sure is more fun to not be hacked

brittle tide
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Ja

unique trellis
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I havent enabled any updates since I installed Vista fopr the first time

hazy sorrel
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Not sure if vista is as vulnerable as 7

unique trellis
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I remember the updates as a painful mess from my dad's PC

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It would always install them when you turned off the PC and trying to go to bed

tired hound
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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

unique trellis
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Well

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I ve never had any virus

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So I probably won't need it

hazy sorrel
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you dont know if you have virus

unique trellis
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Of course I do

tired hound
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you woudlnt know tbh

unique trellis
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It's when your PC starts getting slow

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Which he doesn't do

brittle tide
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no viruses keep pc's fast to hide them

hazy sorrel
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you dont know if someone is peeking through firewall holes

tired hound
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some viruses are good at hiding themselves, and i doubt it would be hard on vista to do that

unique trellis
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Ugh

tired hound
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just because it hasnt happened doesnt mean it wont

unique trellis
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You guys give me the creeps.

brittle tide
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u2

unique trellis
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Eh

tired hound
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welcome to the internet

unique trellis
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Thanks I guess

hazy sorrel
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its the reality

brittle tide
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thanks i guess he muttered dismissively

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why are you consuming a modding channel with this weird discussion

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he asked no one in particular

tired hound
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it was orignally about running unity

unique trellis
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Dude you've been trying to provoke me since quite some time today!

brittle tide
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im really not

sharp vortex
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haha he's fucking with us

tired hound
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wait

sharp vortex
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7601 is fucking windows 7 lmao

tired hound
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ive been bamboozled

brittle tide
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give him a nice timeout

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purely for the comic sans

unique trellis
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Well I don't know what that means honestly

tired hound
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windows 7 is much better than vista

tired hound
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its still prone to security vunrabilities since microsoft stopped pushing out security updates but its much better

unique trellis
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Well it says vista

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So

sharp vortex
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You can change the system reg info lmao

unique trellis
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I don't really know honestly

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I don't know how to do that

brittle tide
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a script kiddie without the script!

unique trellis
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What does that even mean lol

astral night
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Shows over

tired hound
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it means you arnet using a os that crashes when you run solitare

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like we thought

sharp vortex
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Didn't do quite enough homework for the ruse I suppose

tired hound
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and also we all think that weve been trolled

hazy sorrel
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Oh yeah it says 6.1

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fucking hell

unique trellis
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Well all I can say is that I'm not trolling I guess

tired hound
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i cant belive that i thought he was running doom eternal on vista lol

brittle tide
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y so gullible batman

sharp vortex
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oh my lord this was funny

tired hound
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i dont think that you trolled us,
but i really cant speak for others

unique trellis
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idk what suddenly happened

brittle tide
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something suddenly came up

sharp vortex
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Comic sans Windows 7 with the OS name changed

tired hound
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vista is infamous. windows 7 is famous for being good (although now outdated)

unique trellis
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Well you can see that it looks like Windows Vista

brittle tide
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w7 renown

tired hound
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win 7 and vista have the same gui

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meaning they look the same in terms of style

brittle tide
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stop responding to that

unique trellis
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I think they have different colors

brittle tide
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we may never know

sharp vortex
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you can change the colors oml i dont know why im even doing this anymore

hazy sorrel
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cuz youre a muffin

sharp vortex
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yeah

unique trellis
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Well like I said I don't know a lot about PCs

brittle tide
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u will figure it out

unique trellis
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Mh yeah hopefully tho

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Well I guess I gotta wait until I get a new Windows :/

tired hound
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(i still reccomend getting win 10)

unique trellis
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Thx for tryin to help tho, I appreciate it ^_^

tired hound
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either you trolled us, or a friend of yours thats good with computers tried to troll you

brittle tide
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someone out there is aggravated you wasted their time when they tried to help you

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im just laughing at how fucking insane u r

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star with sunglasses eating popcorn

brazen copper
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I cant believe hes still going

unique trellis
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either you trolled us, or a friend of yours thats good with computers tried to troll you

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Why do I feel like I know who it could be

sharp vortex
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oh my god

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no dont even fucking start

brittle tide
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ja it was his friend not him

unique trellis
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?

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Are you all right Muffin?

sharp vortex
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"oh that pesky friend of mine must have wanted me to look like a fool, that's it!!"

hazy sorrel
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where are my nachos

unique trellis
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Well I haven't said that but ok?

hazy sorrel
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Oh, i cannot afford them

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Oh

unique trellis
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We can talk about something else if you don't feel like talkin about that stuff right now

tired hound
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as you can see they are not giving you the benifit of the doubt

brittle tide
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alas i cannot afford the popping corns

unique trellis
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If you want

brittle tide
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how bout u engage in genuine discussion for a few minutes

sharp vortex
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anyway, back to modding chat

unique trellis
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Well so

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Mh

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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

hazy sorrel
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so i didnt added #library and thats why it was conflicting with others maps acs

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what a terrible mess i am

unique trellis
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Its okay, sometimes we all are a terrible mess

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It happens to the best

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but actually it's good that we aren't perfect isn't it?

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Imagine a "perfect" world... how boring

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But about that idea...

hazy sorrel
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im a literal mess

unique trellis
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Do you think Doom Eternal with Quake graphics would be any good?

hazy sorrel
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dont fuck with me

unique trellis
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Oh well I am a lot messier than you could ever imagine...

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And I don't think I tried to fuck with you?

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Well sure let's talk about some other modding related stuff then

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So what was your latest game you've created?

indigo olive
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Why is it every few months I get the urge to do something in the Quake engine... It's so pointless ๐Ÿ˜‚

hazy sorrel
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just make wanna be retro schรผter smh

unique trellis
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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

indigo olive
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It's moreso that I know UE4 so it's pointless to limit myself like that... I just want that brush based life tho

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trenchbroom seems comfy

storm pier
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i guess this is the right place to post it? i asked in #general-art and was told to go here

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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

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hope you guys like it if you decide to play it

tranquil oracle
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@indigo olive There's a tool called HammUEr which can import .MAP files into UE4, although it costs like 40 USD

indigo olive
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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

tranquil oracle
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That sucks

indigo olive
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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

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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

tranquil oracle
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The biggest barrier to that is the GPL

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You would need to contact Bethesda for a closed source license

indigo olive
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couldn't you open source the abstraction layer?

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and keep the closed source platform library

tranquil oracle
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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)

indigo olive
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yeee

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I think the main thing is that I should take my personal shit less seriously and go with what's fun for me

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and tbh the blender > ue4 workflow for making levels is what's killing my inspiration

tranquil oracle
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Yeahhhh using a modelling tool for level design is never pleasant

indigo olive
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Unity has realtime CSG but I had my issues with HDRP when I gave it a go

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I'll settle on something

tranquil oracle
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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

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although I think I remember discussing it here before

indigo olive
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yeah chisel looks great!

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yeah I've had these evil thoughts before xd

tranquil oracle
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The next option would be to use the BSP import stuff from the Dusk SDK once we open source it

indigo olive
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that could potentially be neato

tranquil oracle
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We're not putting any restrictions on its use because that'd be counterproductive

indigo olive
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my main issue with the quake engine tbh is how ancient and arcane the source code is xd

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all the modern ports are hobby projects that like 3 guys know how to use

tranquil oracle
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Quake's source is actually quite tidy

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It's tidier and more pleasant to read than UE4's, I can guarantee that much

indigo olive
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yeah it's moreso the sourceport stuff

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I might just be used to UE4's structure

tranquil oracle
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Yeah, there's a lot of inconsistency in Quake port code

indigo olive
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if I actually spent more than 5 mins with quake I might like it

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the idea of a quake engine layer ontop of unity is compelling

tranquil oracle
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Some of the lighting code in Quakespasm (which I believe is based on a bit of code from Darkplaces) is abhorrent

indigo olive
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if there is some sort of nice interface for adding new VM functions and stuff

tranquil oracle
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Lemme grab one line in particular that I hate

indigo olive
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I'd like to do most of the stuff actually engine side

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and expose behaviour to modders

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FTEQW is what I have my eye on

unique trellis
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zombie be code postin again

indigo olive
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gang gang

tranquil oracle
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lightmap += ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting

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Try to guess what this does

indigo olive
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me me brain hurt

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luminosity?

hazy sorrel
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without reading the comment?

tranquil oracle
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Translated:
||lightmapOffset += lightmapWidth * lightmapHeight * sizeof(pixel);||

indigo olive
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kill it with fire

tranquil oracle
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So uh yeah

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many Quake ports are needlessly obtuse

indigo olive
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what the fuck

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what kinda format is he storing that data in that is needs a bitshift

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surely darkplaces isnt that old that bit-packing made any sort of memory difference

tranquil oracle
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So, that's actually just a divsion by 16

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It's done as >> 4 as an optimization for old compilers

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But basically, Quake BSP doesn't directly store the dimensions of a surface's lightmap texture

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So you have to calculate it using the surface's UV extents

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The formula is extents / 16 + 1

indigo olive
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cries in gameplay programmer

tranquil oracle
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But rather than having a function like CalculateLightmapDimensions, that formula is littered all over

indigo olive
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yeah that makes me sad

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I'm sure ue4 has some stinkers like that around

tranquil oracle
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Yeah, many

indigo olive
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but the thing is it does everything I want it to already

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and most of the bugs are in gameplay code like their behaviour tree system

tranquil oracle
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I spent several hours delving through old deprecated code to fix a UE4 bug for Unfortunate Spacemen

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Wasn't fun

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Several hours as in, across multiple days

indigo olive
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yeah, I guess I just need to get around to doing some rendering programming

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lol

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yeah we had a wonderful bug with the Parallel node in the behaviour trees

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that took a few days of fun

tranquil oracle
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||turns out a console variable was just hooked up to the wrong field||

indigo olive
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probably still in the engine, I submitted a fix that apparently didnt fix it clean enough for them

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so they left it broken

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which is fair

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ohgodwhy

tranquil oracle
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That's funny considering how much of an architectural mess most of UE4 is lmao

indigo olive
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basically we had a problem with the parallel node not aborting properly and leaving a dangling task

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we fixed that but we caused the whole tree to reevaluate to the valid position

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which is the correct position

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but epic where like "you caused a recalculation... that's not ideal and slow"

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BUT AT LEAST IT FUCKING WORKS

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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

tranquil oracle
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That's a fair call on their part I think

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Would be nice if they offered some advice on how to improve the fix though

indigo olive
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We know how to sort it, we just had a milestone knocking at the door and never got around to it ๐Ÿคฃ

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As is life, in theory they should now know there is an issue and fix it themselves but who knows

wraith beacon
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As much as I love using UE4 it's definitely Tim Sweeney's fortnite roller coaster.

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Lately I've been trying to find a better way for doing character decals for instance and it's been a thing.

muted stirrup
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By character decals you mean like damage marks/blood etc?

wraith beacon
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Yes.

muted stirrup
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I've never tried doing that, I just stick with 2D 'characters' lol

wraith beacon
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There's definitely a reason why a lot of games forgoe decals on characters these days.

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Mostly because it's heck to get right.

muted stirrup
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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

ebon summit
inland patrol
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i love that floating enemy that shot little bugs at you

ebon summit
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Yeah that one turned out pretty nice I think!

unique trellis
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I think the height from the ground is a bit low

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Makes me feel as awkward as when I played Ziggurat

spare raven
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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?

wraith beacon
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I'd still advise learning Blender even if you're not going to use it for making maps.

spare raven
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For characters, weapons and so on?

wraith beacon
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Unity's tools for animation for instance aren't good like at all.

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Yeah.

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You're going to want to use Blender or some other 3D package for those.

spare raven
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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?

wraith beacon
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Can't speak for Umodeller but Probuilder's just a 3D modelling tool marketed as a level design tool

spare raven
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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?

wraith beacon
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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

spare raven
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I will take a look at it. Thank you!

spare raven
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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.

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I can definitely see how it would be faster to prototype with Realtime CSG then

modest ermine
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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.

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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.

winged shard
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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

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it's a recreation of Black Mesa's We've Got Hostiles however it will have several new connecting paths

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just a little something i've been working on though

winged shard
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air vents in top image contain a spawn point each for random mercs coming out of the building

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redid the airvents texture to look nice

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1st image area is based off of the hallway looparound seen at the end of WGH near the cafeteria

violet otter
modest ermine
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@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

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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...

โ–ถ Play video
wind ingot
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do people make map packs for dusk?

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I'd love to pick up one if so

spare scarab
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there is a pack of 3 maps but that's about it
the rest are individual

wind ingot
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@spare scarab links?

spare scarab
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1 moment, but visit the dusk-mods channel above if you want to follow some development and talk about dusk mods specifically

wind ingot
#

thanks

unique trellis
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4 maps

indigo olive
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finally found an artist for my project ๐Ÿ˜„

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After all this time ๐Ÿ˜›

wind ingot
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how do you boot mods into Dusk?

shy hatch
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You need the SDK first

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You can download it by going into DUSK's properties and selecting the beta branch "SDK"

wind ingot
#

ok

spare scarab
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there is a channel for dusk mods specifically btw

wind ingot
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ok

weak lark
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Quick Unity question, how do you change texture filtering at runtime? I'm considering making it an option like how Dusk does

wind ingot
#

huh

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Unity user ey?

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I mod doom and know some C#

tranquil oracle
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You need to set the filterMode property on each texture

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So you need to store a collection of textures somewhere that you wish to be affected by that setting

weak lark
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thanks, I'm still relatively new to Unity/C#

robust ridge
keen bear
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thats incredible

white sage
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that was the hardest level in doom 2 for me

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other than the icon of sin of course

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I still haven't beaten the icon of sin proper

indigo olive
#

OwO what's this?

crystal kraken
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a splash screen

white sage
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Unreal editor?

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wait so unreal maps work with dusk?

topaz breach
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no????

unique trellis
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That Sprawl preview was amazing from last month!

wraith beacon
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Gek more like Goofus.

indigo olive
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@unique trellis yeah that's the news, me.and Revel are teaming up to make a hybrid game of our projects in UE4 instead

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@crystal kraken I mean there is more but it's kinda news itself if you're part of the quake scene recently :3

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A teaser gameplay demo was uploaded to YouTube last month using dark places but it's moving to ue4 and changing slightly

keen bear
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huh i feel like i missed that

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watching it no

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w

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yeah i think moving to ue4 is a great move

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the preview vid, while extremely cool, reads very much like a quake TC

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i think being on a fresh base gives you a chance to make it more distinct

indigo olive
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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 โ˜บ๏ธ

crystal kraken
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@indigo olive well, I haven't been active on Quake anything for quite a while

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my last (open) quake-related commit was in 2014 methinks

muted stirrup
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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)

unique trellis
#

Are ultrakill mods a thing now?

pure jackal
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probably not until the game comes out

hazy sorrel
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not in near future

indigo olive
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Probably not unless they go full DUSK sdk imo. And as a programmer the dusk sdk amazes me ๐Ÿ˜ฎ

unique trellis
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There are tools to mod Unity games right now if you want

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Not very convenient but they work

indigo olive
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Yeah for sure, but they are messy af

unique trellis
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We can't have everything

indigo olive
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I'm just interested in seeing the sauce for Dusk SDK when they release it

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that could tempt me away from unreal for my retro games

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purely for the community mod support and QuakeC

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although QuakeC ๐Ÿคฎ

unique trellis
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Same way I feel about blueprints

indigo olive
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C++ gang

unique trellis
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I don't enjoy QuakeC a lot cause it's quite limited but i'd rather that over tying knots between squares

indigo olive
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I use blueprints for triggering anims and responding to C++ events I fire but that's about it

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Working with other people who know blueprints is hell though

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I like that they exist but my dayjob is ue4 and designers do the darndest things with BP

wraith beacon
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BPs good but if you don't pay a lot of attention it can become a tangled mess.

indigo olive
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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

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I've just noticed a connection between people who only know BP and people who make messy BPs xD

wraith beacon
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Eh performance with BP ain't terrible but it's definitely slower than C++

indigo olive
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yeah, I dont mind having bps in a project ^-^

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It's moreso if you make a full game in there you could run into issues

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but it depends on what kinda game you're making

wraith beacon
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Yeah and if you rely on what BP's good at.

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Event based stuff.

indigo olive
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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

wraith beacon
#

Eh building systems can work fine too, as long as you don't run everything on tick or timers with a really small interval.

tranquil oracle
#

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)

indigo olive
#

Id want something super easily moddded by the players so I'd probably go the LUA route

#

that would be neato

unique trellis
#

oh god lua

indigo olive
#

it's fast as fucc boi

unique trellis
#

I hate it

tranquil oracle
#

Lua rules if you can get past the syntax

indigo olive
#

^^

#

you've got to remember

unique trellis
#

Syntax is horrible

tranquil oracle
#

LuaJIT is also like

indigo olive
#

most of the timemodders arent coders

tranquil oracle
#

The fastest scripting JIT ever

unique trellis
#

I'd rather lear whatever new crazy feature they add in C++20

indigo olive
#

they dont have preconcieved notions

#

lua's language spec is like less than 10% of c++

tranquil oracle
#

If you don't like Lua you can always use it as a compilation target

indigo olive
#

lets not get ahead of ourselves

tranquil oracle
#

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

wraith beacon
#

Visual Scripting is super handy for shader/material stuff. Especially if you're doing complicated vertex anim stuff.

unique trellis
#

C++ is bloated

indigo olive
#

C++ is a mess ๐Ÿ˜‚

tranquil oracle
#

I like visual scripting for anything other than actual programming

indigo olive
#

I wish golang didnt have forced garbage collection

tranquil oracle
#

Like, for things that are primarily visual it works brilliantly

indigo olive
#

golang and C# are my perfect languages

#

but I dont mind memory management

wraith beacon
#

Let's just go back to Microsoft BASIC TBH.

indigo olive
#

shaders are perfect for visual programming

tranquil oracle
#

C will always be my favorite, warts and all

indigo olive
#

I'd go for modern C

tranquil oracle
#

Of course, no less than C11

indigo olive
#

declaring vars at the top of functions can gtfo

tranquil oracle
#

ANSI C elitism is for embedded programmers

indigo olive
#

ahaha

unique trellis
#

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

indigo olive
#

there is just too much going on that encourages programmers to be as "clever" as they can

tranquil oracle
#

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

unique trellis
tranquil oracle
#

Too many pitfalls

unique trellis
#

this is the project I was talking about

tranquil oracle
#

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

indigo olive
#

oooh I'll check it out :3

tranquil oracle
#

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

wraith beacon
#

So did Overgrowth.

unique trellis
#

theres a lua variant with optional static types

tranquil oracle
#

I remember looking into that too

#

I forget the name though

unique trellis
#

I'm tryna find it

#
crystal kraken
#

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

unique trellis
#

I just want C but with namespaces ๐Ÿ˜ž

crystal kraken
#

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

tranquil oracle
#

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)

unique trellis
#

good containers is probably my most favorite C++ feature

#

screw C linked lists

#

give me a vector

tranquil oracle
#

It's very hard to do type safe container types in C, which is definitely a point against the language

unique trellis
#

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

tranquil oracle
#

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...

unique trellis
#

I had a math teach who could not say lambda, he said something like lameba

tranquil oracle
#

In Zig, you can have a compile time method that returns a new type definition

unique trellis
#

interesting

tranquil oracle
#

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,
    };
}```
unique trellis
#

like it outputs a struct kinda thing or is it something different?

tranquil oracle
#

when you do this, the type returned gets named after the function

unique trellis
#

Ah there you go

tranquil oracle
#

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

unique trellis
#

where is usize coming from in your example?

tranquil oracle
#

It's just a standard type

unique trellis
#

i see

tranquil oracle
#

it's like size_t in C/C++

unique trellis
#

got it

white sage
#

Zombinos that doesnt look like any C i've ever seen

tranquil oracle
#

Because it's not

#

lmao

unique trellis
#

I assume it is unsigned size

white sage
#

what is it

tranquil oracle
#

It's Zig

unique trellis
#

no this is Patrick

crystal kraken
#

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

tranquil oracle
#

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

coarse token
#

data structures in general are interesting to me

tranquil oracle
#
#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)

tired warren
#

Modeling the Impact Grenade from Rainbow Six Siege

humble herald
#

good so far

wraith beacon
#

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.

crystal kraken
#

why not just... add some invis. geometry there

wraith beacon
#

Because, fuck that.

hazy sorrel
#

just make it as the player reaches the edge, sheriff loses balance, when you push it again then it falls down

weak root
indigo olive
tired hound
#

gives me titanfall vibes. i like it!

unique trellis
#

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.

indigo olive
#

Yeah it actually started out as a quake TC, well at least half o the project did ๐Ÿ˜‚

#

WE wanna stick to sliiightly higher fi than quake but not too much but with modern rendering features like volumetrics

unique trellis
#

Sounds good.

#

The Deus Ex and Bladerunner influences were sweet.

#

At least what I saw in the original Quake TC

ancient sail
#

Im heavy handed with my ghost in the shell influences

#

๐Ÿ˜›

indigo olive
#

spooder tonk has to happen ๐Ÿ˜‰

timber forum
#

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

native dust
#

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

hazy sorrel
#

1:1

#

oh god.

ebon summit
#

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!

indigo olive
hazy sorrel
#

just dont tease with features of something really desirable only to not deliver it

wraith beacon
#

That's a pretty tiny fireball.

keen bear
#

lookin great

#

you guys are killin it

ancient sail
#

Thanks!

#

More cool looking stuff soon

indigo olive
#

@hazy sorrel we wouldnt develop then remove a cool feature without good reason :3

#

@wraith beacon how beeeg should it be?

wraith beacon
#

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.

indigo olive
#

@ancient sail actually said the same thing about scale, happy to cave to pressure on this one ๐Ÿ˜‰

shy hatch
#

Peer pressure works

indigo olive
#

peer pressure best pressure

wraith beacon
#

Another thing that works too is a tiny fireball and a lot of smoke.

indigo olive
#

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 ๐Ÿ˜‚

indigo olive
#

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

indigo olive
hazy sorrel
#

looks better

novel condor
#

Very nice

unique trellis
#

Nice lighting. Once again, digging those retro-like models and pixellization.

indigo olive
#

REVEL is putting together a much nicer looking dev arena atm ๐Ÿ˜‰

hazy sorrel
#

whats the deal in here

unique trellis
#

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

indigo olive
#

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

brazen copper
#

What's even the issue in the video?

indigo olive
#

Tracers just go through shit, the bullets dont line up properly xD

#

I'm overthinking things

#

also the delay on the tracers

brazen copper
#

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

indigo olive
#

our game has slow mo as a core mechanic ๐Ÿ˜‚

#

yaaaay

pure jackal
#

give me shuut

indigo olive
unique trellis
#

GIMME THAT SHOTGUN

indigo olive
#

Das @ancient sail 's boom stick!

misty sparrow
#

Source 2 csgo when

prisma basalt
#

Isn't CSGO already source 2? DOTA 2 is

spare scarab
#

nope

tranquil oracle
#

A Source 2 port has been teased a bunch, but nothing has come out yet

hazy sorrel
#

some code is implemented from source 2 irc but nothing major

wraith beacon
#

Yeah all they really did is port the Source 2 Ui rendering stuff in.

misty sparrow
#

When is zombie porting Lithuim to Source 2

unique trellis
#

The whole UI is the new Source 2 stuff, panorama I think It's called
But I think they got some other stuff too

tired warren
#

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

near mortar
#

As a person who plays video games I hate CSGO and as such don't care about it being ported to Source 2 LeonApproved

#

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

feral kite
#

source / 2 looks absolutely beautiful but yeah i cant get into csgo either

#

i got some wips

misty sparrow
#

Those HL2 in source 2 vids donโ€™t do the engine justice at all

feral kite
#

havent seen those yet, sounds like vanilla quake in darkplaces lol

#

so maps can go here?

misty sparrow
#

Yeah

#

This is sort of our modding/gamedev general channel

#

Feel free to post anything you are working on here

feral kite
#

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

shy hatch
#

Upload it somewhere like imgur

#

Then paste the link

feral kite
#

oh yea

#

can i post twit link that has them

#

or is that no go

shy hatch
#

Sure

feral kite
#

no moody redlight tunnel included with this tweet sadly

unique trellis
#

I'm glad that to some extent, people still make multiplayer maps for older FPS games.

feral kite
#

Absolutely

#

Though a lot of the time peeps still just want to play stock maps anyway which is a bit of a shame

neat cliff
#

Damn I loved Kingpin

feral kite
#

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

neat cliff
#

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

feral kite
#

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

shy hatch
#

Why is the gamma so high

wary seal
#

because i have bad eyesight

unique trellis
#

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

muted stirrup
winged shard
#

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

rustic holly
#

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!

rustic holly
coarse token
#

ngl thought those were carrots

rustic holly
#

... Okay... I'm just curious how, and what should I change (before I move on to the other models I need)?

coarse token
#

oh idk I just need to eat more carrots I guess.

shy hatch
#

Just from long range i guess

#

I say i guess because i didn't see them as carrots

rustic holly
#

Ah- did they look like surf/long boards to you?

shy hatch
#

yes

rustic holly
#

๐Ÿ‘

shy hatch
#

Also, what's the "ar" in ar_paradise stand for

rustic holly
#

Arms Race

shy hatch
#

Gotcha

rustic holly
#

This is a CSGO map

#

Scroll up, I got some pics of it

#

Here's the message link

shy hatch
#

Hot damn, that looks great

rustic holly
#

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

untold niche
#

Boards look kind of smooth imo

rustic holly
#

That's the point ๐Ÿ˜…

#

They're waxed

untold niche
#

ik

#

But they look like they have some weird rounded surface

rustic holly
#

Yeah the edges are smoothed, and that's on purpose

#

This was my reference for the shape

untold niche
#

Yeah

rustic holly
#

Not quite the same, but I think it doesn't really matter that much

#

It does the job

shy hatch
#

Most people don't even bother looking at a lot of the detail closely

untold niche
#

Is the wood texture being symmetrical on purpose?

rustic holly
#

Yes

#

Tbh I might not use the wood, might go for a painted look but idk

feral kite
#

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

hazy sorrel
#

kingpin fetishism

feral kite
#

it is a little bit

wispy thicket
#

is Gloomwood modable?

tranquil oracle
#

Not currently, no

wispy thicket
#

Oops, I meant 'will it be'. But sweet, looking forwards to it.

indigo olive
#

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

keen bear
#

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

shy hatch
#

A new generation of FM's? ๐Ÿ‘€

shy hatch
#

That's not a bad model, just a simple one

#

And that looks like a very comfy bed

rustic holly
#

Well, for a simple model- it took too long lol

shy hatch
#

Well we all need to start somewhere

rustic holly
#

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

rustic holly
#

@shy hatch I think in context, it looks nice

shy hatch
#

It does, very pretty and comfy room

rustic holly
#

Thanks!

ebon summit
keen bear
#

looks neat, will try it out

feral kite
#

How do you guys put these things together so fast

coarse token
#

Having multiple skills

#

I wish I wasn't JUST a programmer

ebon summit
#

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.

coarse token
#

woohoo implementation gang

indigo olive
#

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

ancient sail
#

And likewise! what I had before was functional, but limited, what you brought to SPRAWL is a lot of possibilities that extend past the 90โ€™s retro shooter I was building. Its tough to do it all yourself!

ebon summit
#

Can you guys link your project? I'd love to check it out

indigo olive
#

@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

feral kite
#

๐Ÿ˜Œ

novel condor
#

Nice

feral kite
#

Beaut

sharp vortex
#

Looks pretty hot. By the lighting I'd say that's... CSGO?

#

If that's not source then I'm big dumb

slender knoll
#

you are correct

#

Early WIP of my new CS:GO map
from a while back

indigo olive
#

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 ๐Ÿ˜‚

hazy sorrel
#

way too late

indigo olive
#

Set up a discord if anyone wants to start following progress ^-^ Apparently I cant post invite links in here though ๐Ÿ˜ฎ

hazy sorrel
#

Goddam discord shill

astral night
#

Shilling other servers is expressly forbidden in #rules

indigo olive
#

pffft, my discord is a silly place and no one should ever go there...

rustic holly
#

@lofty vapor If you look at the messages right above, yours it's Source Engine PepeLaugh It's a CSGO map

#

oh wow I was given a role

shy hatch
#

Yeah talk for long enough and you get ranks

#

They're just there to show how many virginity points you have

rustic holly
#

I only use this channel lmao

#

Way back when I pitched Dave a game, but it was pretty unpolished

humble herald
#

You've got fucking balls if you pitched dave a game

#

good luck with your current project, that map is nice

rustic holly
#

Yeah at the time they were pretty intrigued by the concept. we didnโ€™t have much of anything besides a prototype tho then

#

Kinda gave up on it after I went on a hiatus

indigo olive
hazy sorrel
#

just pm ppl who are interested

tired warren
unique trellis
#

@tranquil oracle sorry for the late ping, could you send me the jakob model, I want to make him twerk

tranquil oracle
#

Jakob is one of the models that are available in the SDK already

unique trellis
#

Thank you zombie very cool

keen bear
#

project is lookin cool

oblique crystal
#

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

hazy sorrel
#

you dont mod ultrakill

#

you probably can decompile the assets but not the reverse process

unique trellis
#

Iโ€™ll look for him later but if anyone is able to find him rn iโ€™d appreciate that

oblique crystal
#

@hazy sorrel Yeah I tried using UABE to get it done but I couldn't get it to run properly ๐Ÿ˜…

analog pollen
#

some people have replaced some images and such in the game, you have to use bepinex iirc to inject things

mild talon
#

assuming i'm big dumb idot what youtube tutorial do i watch to start using trenchbroom

hard valley
feral kite
#

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

mild talon
#

dooope

feral kite
#

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

tired warren
mild talon
#

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

feral kite
#

Your directories are as they should be?

#

You know

#

Engine / game profile is set up

#

I'm not too familiar with loading .wads

mild talon
#

when i go to drag the .wad into the window, it doesn't seem to recognize it

feral kite
#

Weird

mild talon
#

yeah basically

feral kite
#

Did you find the little tab at the bottom where you can select texture groups?

#

Just to be sure

mild talon
#

the entity browser?

feral kite
#

Na it's under the brush (?) tab I think

#

The third one

mild talon
#

sec i'mma screencap

feral kite
#

So

#

Go to the face tab

mild talon
#

yep

feral kite
#

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*

mild talon
#

ok

feral kite
#

Yea that's the quake profile, dont thing dusk's textures will be compatible

#

Think

mild talon
#

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

feral kite
#

Shiet

#

Is it working?

mild talon
feral kite
#

Once it is working just select a brush (shapes in your map) and then select the texture

mild talon
#

that bottom right window is the only place that would accept the wad :o

#

yep seems to be fine now, ty man

feral kite
#

๐Ÿ‘

#

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?

mild talon
#

same filetype, just reads wads

#

should be interchangable, no?

feral kite
#

Idk

#

If it does let you have them they'll probably look much different cos quake 1 has a completely different palette

mild talon
#

oh well yeah

unique trellis
spare scarab
#

man the shit we have to do to get a sphere in trenchbroom

#

or even a circle

#

or anything round really

tranquil oracle
#

can't have shit in detroit

crystal kraken
#

prob better to use models than build all that shit outta brushes

#

unless you really just want brush art

unique trellis
#

Kinda surprised they haven't actually added some mode to make circles and stuff

hard valley
tranquil oracle
#

the windows classic theme completes this gif

mild talon
#

my god mapping with trenchbroom is so ridiculously fun what the hell

indigo olive
#

Cant tell if sarcasm

shy hatch
#

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

rustic holly
#

Iโ€™d 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 theyโ€™re 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.

mild talon
#

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

keen bear
#

nah trenchbroom is great

#

i agree

rustic holly
#

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

mild talon
#

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

mild talon
#

is the palette file the thing that determines the entity preview in trenchbroom?

tranquil oracle
#

The palette file is a colour palette

#

Meaning, it contains the 256 colours used by the textures

mild talon
#

that just makes too much sense

lean yew
#

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.

https://youtu.be/R75g3elj7y4

GDC

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...

โ–ถ Play video
indigo olive
#

Ironically we'll probably be moving to a trenchbroom based mapping technique ๐Ÿ˜‚

#

God I wish I had Unity's RealtimeCSG plugin in Unreal...

#

or Chisel... All my homies love Chisel.

hazy sorrel
#

that looks like something you can work around

keen bear
#

lookin real nice

#

shaping up well

indigo olive
#

@hazy sorrel what do you mean? :3

hazy sorrel
#

something that needs some touches in detail and lighting and can be considered as finished

indigo olive
#

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

inland patrol
#

i think it looks great

dire gorge
#

Anyone happen to know how to strip models from gamecube games?

rustic holly
#

@inland patrol yooo, haven't seen u in a while. I recognize you from Source Discord

inland patrol
#

howdy yeah i did some source maps for opmod

#

originally csgo maps but all of those arn't great

rustic holly
#

Btw love the Rorschach pic

inland patrol
#

thanks its pretty low resolution

#

i found a pic of a comic panel and just cropped out everything else

rustic holly
#

lol nice

feral kite
#

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

mild talon
#

assuming blender still reigns for free 3d modeling?

sharp vortex
#

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

unique trellis
#

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

mild talon
#

hamburger helper going full kool aid man

stiff scroll
#

quick question yall, what engine is dusk in?

#

i wanna assume unity

analog pollen
#

yup, unity

stiff scroll
#

thanks hakita........

feral kite
#

I'm gonna have to look at that then

#

Admittedly I did rush this part out so I could see how it looked compiled

dire gorge
#

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

dire gorge
#

i got it to work, disregard

stiff scroll
#

can i get some help on how to get the raw file of the sounds of the dusk weapons, preferrably the riveter fire sound

dire gorge
stiff scroll
#

ok thank u..

dire gorge
#

No problem

indigo olive
#

I forgot what a pain in the ass multiplayer programming was.

mild talon
#

multiplayer still reads as black magic to me

indigo olive
#

It's 50% understanding how it's supposed to work

#

and 50% trial and error xD

unique trellis
#

Netcode is working with hundreds of shroedinger cats

indigo olive
#

yeeeerp

#

and debugging SUUUCKS

unique trellis
#

My netcode debugging usually degenerates in

#ifdef CLIENT
    printf("fuck\n");
#else
    printf("ass\n");
#endif
indigo olive
#

lool

unique trellis
#

big true

unique trellis
#

best way to know if the two parts do not agree

ancient onyx
#

hey guys, new to the server. anyone know about any possible coop mods coming out?

shy hatch
#

For what game?

ancient onyx
#

sorry, for Dusk haha

unique trellis
#

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

slender knoll
#

BROTENDO coop is confirmed to be a feature in the future but that's "SOON(TM)...." territory

misty sparrow
#

@ancient onyx coop is already planned for dusk

#

Itโ€™s coming after the mod tools are done

tired warren
#

Dusk VR when

brazen copper
#

tomorrow

rustic holly
#

inb4 someone mods in CS for Dusk

ancient onyx
#

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

indigo olive
#

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 ๐Ÿ˜‚

shy hatch
#

That looks pretty cool already

indigo olive
#

We're moving at lightspeed atm it's insane ๐Ÿ˜ฎ

unique trellis
#

Love that flyby.

#

Kinda looks like the original UE1 flybys but modernized.

ancient sail
#

Its super cool to see the vanity shots @indigo olive takes of my test areas, she makes em look bette than I could

viral wren
#

@indigo olive whats the project youre making?

indigo olive
#

Quakelike FPS inspited by Ghost in the Shell, Mirror's Edge and others :3

hazy sorrel
#

freaking titanfall

viral wren
#

cool

#

so it is in a prea lpha stage?

ancient sail
#

freaking titanfall
@hazy sorrel with lazerbeams

#

so it is in a prea lpha stage?
@viral wren still fairly early on, but at this pace weโ€™ll have something to show very soon

#

Currently designing the HUD, ill post some vanity shots of that at some point

indigo olive
#

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

dire gorge
#

Anyone happen to have a low poly forearm and hand model

coarse token
#

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

pure jackal
#

I can give you one but you'll need to find your own texture

dire gorge
#

Oh I just have a dumb idea for a weapon mod

#

So I wont mind finding a texture

robust ridge
keen bear
#

doosk is crazy

unique trellis
#

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?

rustic holly
#

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 Iโ€™m very proficient at hardsurface modeling, and cloths sims. @unique trellis

unique trellis
#

I would like to create some new weapons and animations for DUSK in preparation for the full SDK release.

spare scarab
#

the only thing that i know of which supports an add-on for the format that dusk will use is blender

tranquil oracle
#

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

unique trellis
#

awesome, and should i stick with unity for first time 3d game dev? probably gonna have a mess with trenchbroom too.

spare scarab
#

trenchbroom is sick af for first time mapping
speaking from experience

pure jackal
#

Jack is also that if you want pain

crystal kraken
#

Hammer is also that if you want crashes

unique trellis
#

All complex software tools are that

pure jackal
#

Hammer doesn't crash, worldcraft does

sharp vortex
#

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

indigo olive
mild talon
#

how long has trenchbroom been around anyway? It seems really powerful even though it has a couple minor issues

lean gyro
#

hey guys, i figured out how to make a 3D minifridge in gzdoom

shy hatch
feral kite
#

@mild talon seems like a relatively recent thing

shy hatch
feral kite
#

Oh damn that's 8 years ago

#

Thought it would have been more recent

prisma sparrow
#

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?

coarse token
#

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.

prisma sparrow
#

i think that actually makes some sense. at least, enough to get me in somewhat of a direction

#

im still pretty new to this. the only time i ever worked with unity was years ago in highschool for a project and i mostly spaghetti coded my way through it