#general-modding
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What software did people use back in the day
MSDOS
...for mapping
MSDOS
Might as well say mapquest
So, i'm working on Dusk monsters. There is currently 20+ monsters completed.
An update trailer should be coming anytime soon, or stay tuned on Facebook/Twitter/Discord/Moddb for the latest news on this project (links inside the "goodies" folder).
Hello guys, I'm looking for help with lighting. I did my map via TrenchBroom, added some Light Entities but the map is still dark, what am I missing?
did you add light values to the light entities?
entity key that's called "light" is set to 500, if that's what you mean? ๐
yeah, but if it's set to a value like 500 then i have no idea
Alright, I didn't compile the .bsp file via erictools light.exe. Problem is solved, thanks anyway! ๐
dude that map looks sick as fuck
been working on this weird dungeon crawler for 3 months, probably not the type of game most of ya guys play, but what do you think, does it look good enough? https://twitter.com/Vembumees/status/1304737789569888259
i guess if anyone can give some feedback on a hella weird dark game its the dusk boys XD
why do you look fucked
creatures lie here
Looking through the window!
hey can you edit the music that plays in the cybergrind as easily as the block textures?
well the tracks aren't in loose files in the game folders
so no
although custom music or other tracks from the game is a pretty requested feature
so maybe it will be done
looking forward
the thing about custom cyber grind music is that it'd be a lot of work for the same result as just putting the music volume on 0 and using a media player
that... indeed is true
Okey but what about animated textures ๐
total conversion into what
How about...Slave
Basically, you're playing as an undead slave for a demon who necromanced you. You'll have to foil and kill the many exorcist that tries to harm your demonic roommate-of-a-master.
faith is mechanically a very simple game
it would probably literally be faster to develop a faith clone that plays exactly the same in like game maker or something
than it would be to produce faith modding tools
that would allow for some kind of full conversion mod without still probably being harder to use than just using game maker
So the game is made in game maker?
And if I were to use some asset straight from Faith, does that make it...partial conversion?
no I don't know what faith is made in
but it's not a very complex game and you could easily replicate at least the first one easier than you could develop a mod tool
why are you wanting to use faith assets? it sounds like you just want to make your own game
All I have are my ideas and my mediocre art skill, not game developing knowledge
Unfortunately
where i can me unban?
@keen bear a while ago you mentioned the +/- resize cam adjusted the viewport size and position on the maincam, but you didnโt mention it resizing the weapon camera?
Is the weapon cam size and pos chained to maincams?
cursed high res build engine vehicle camera
lol
Yeah, I wasnโt sure, does the script set them both simultaneously or does the other just listen to whatever main is set to?
btw, i always get that zoomed out look when i use _ or - in filenames when saving in dusk
thats because you pressed -, which reduces the screen size
nothing to do with the filename itself
its just poorly thought out and also works while the game is paused lol
BattleMaster be a 
git gud mate
Here's three screenies for my map's workshop page
Dusk's swimming is still a mystery to me, the capsule surely can't be rotating in 6dof? in which case how is the unlocked camera touching walls correctly when you rotate all the way below your height? or is the capsules height changed to a sphere when swimming?
All secrets shall be revealed if you open Assembly-UnityScript.dll in dnSpy
doesn't that look like machine code?
No, dnSpy will give you a C# decompilation of the IL
that would show the player script(s)?
It'd show everything, you can browse the code inside the .dll files within the Managed folder
i need to try this at my Dusk machine, but the suspense is a killer
havedaikatana
if (this.inwater) { this.CrouchState = true;
why isn't CC cached as a var? i thought Get was expensive ((CharacterController)this.GetComponent(typeof(CharacterController))).Move(vector3);
The code for DUSK is messy and full of things like that
I wouldn't say GetComponent is expensive, rather it's just more costly than a stored reference
gotta optimise
so, when swimming, you're crouched, and therefore basically a ball?
S P H E R E
huh.
Interesting to see how that works
I'd assume it'd just change the collider hitbox not the actual collider
Same thing with character controller
Idk if it's a sphere, should just be a cylinder with 0.5 height or maybe some other measure. Does that produce a sphere? My games don't have a crouch button so I haven't tried.
It might, considering the default capsule collider
unity's default capsule collider has caused me many issues already so I wouldn't trust my intuition on this one
It might just be a rigidboy based custom character controller
Unity's CC capsule not being able to be rotated I think is totally arbitrary
I reimplemented the character controller in 2d using ridgidbodies and that could be rotated fine
principle would be the same in 3d
Do a rigidbody.cast then preform a move if nothing blocking or handle the collision, means you dont have to mess around with forces ๐
@indigo olive dusk definitely uses CC, but like you say, rotating it would be a nightmare but it's supposed to look like Duskdude is rotating freely, which wouldn't be possible at all rotations if he still had a capsule shape
interestingly, CC is still part of Physx https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/CharacterControllers.html
i'm pretty sure duskdude swims as a sphere but @tranquil oracle should confirm it, as much fun as reading through the beast that MyControllerScript was, i got slightly lost and may be wrong
I believe that is the case
Getting into doing custom stuff for quake 1, surprised how fast it is to do stuff by hand
are these buttons?
Nah just fat cateyes
I reckognize that button design from somewhere
ugh I can't think of it though
I've defenitely seen it somewhere
I'll always prefer kingpin mapping but quake 1 has been really easy to work with
I only started my first proper quake 1 map last week
Kingpin?
I haven't touched trenchbroom in forever but I remember it being a lot easier to use than Hammer, which is saying a lot since Hammer is (usually) fairly easy to use
I like programming weapons
model and anims are placeholders
Yeh I'm using trenchbroom here, really nice and streamlined tool
Kingpin as in Kingpin:Life of Crime, posted some screenshots of stuff I've done in that earlier
looks good, reminds me a little of like RtC Wolfenstein visually
A lot of the key developers who worked on that previously worked on Kingpin
Not the same lead environmental designers tho
RTCW imo has a larger range of much smoother textures as opposed to kingpin which is all about grit and decay
oh damn I didn't know that
surprised I noticed that honestly
something about it just looked similar
I need to check out Kingpin still
It's my favourite game ever, one of the few that I play regularly nowadays
A lot of people look down on it because for people not accustomed to kingpin it feels super difficult
But really it's just not very accessible to newer players
If you do pick it up I'd highly recommend getting MH's patch v8 and starting a game on easy because kingpin will kick your ass while you're learning it
Sorry for offtopic, done rambling
it's my goal to play basically every notable singleplayer FPS out there so I'll check it out ๐
have a (somewhat outdated) picture of a map I'm making for my game https://cdn.discordapp.com/attachments/685995144058896428/750366186989944852/hl2_iKqpSG363m.png

That's pretty close to how kingpin looks though the lighting makes it feel closer to source
Really nice work
yeah, it's like enhanced source
I'm making a semi-total-conversion of HL2
same universe and setting, but different characters, story, and locations
Another coincidence, HL2's lead environmental designer was behind Kingpin as well
Yeh he did some absolutely gorgeous urban + art deco stuff
Viktor Antonov?
Yep
oh shit he did
Rather they provided three track instrumentals that got turned into loops as well as the raw tracks that would have been looped over gameplay back in the day
It's better how it is in steam / gog versions now where you can only hear music from in game radios
I remember I used to listen to IV over and over again while working on my second ever dm map for kingpin, lemme fetch that
Kingpin.info -- News site and archive for everything on Kingpin: Life of Crime
Those were better times lol
Instead of planning out the map I just chucked whatever I thought would be cool to deathmatch in
I didn't know cypress hill did kingpin soundtrack, but at the time I played it as a kid I was just listening to cypress hill and replaced the tracks with their music to make the music better think its pretty funny xD
gloomy, grungy, rundown environments and remote desolate places are two of my favorite things in mapping
Bright minds think alike I see
I like places that aren't normally associated with being grungy and rundown, then making them that way 
half my mod takes place in Japan, which you don't see featured much when people think of "post-apocalyptic urban decay"
So Im having a bit of a conundrum, recently I posted an old fps game project on itch, it did very well (in terms of downloads to view ratio, about 180/400) despite being stated it was a abononed/on hold prototype, thing is it did way better than my newer FPS game (this new fps game is wat caused me the shelve the older one)...i would like to update the more popular one (but would take a while as the UE4 scripting isnt very optimal) where as the less popular current Fps game has better scripting, so was wondering what should i prioritise 
What is the game?
Which one, the older or newer (or both)?
Both
Basically, ones a retrowave style (Retrowave 84) which has that retro 80s arhetic, with a faster pace, very little realistic elements, with powerups health, as for the other one...
By name I meant
working on a little something for halloween, may or may not finish it
Damn looks nice
@echo gorge oh, one is Retrowave 84 (the old one thats doing well) and the other is called The Long Road Back which is a demo of a horror shooter im working on
enage
the working title is C(ursed)RPG or CRPG for short
all the enemies will be cursed images
Can you include my picture of a dog with a fire extinguisher
depends if its cursed
mr. typo today, eh jab
(edited)
i literally had dream about making this and then i woke up and spent the past 3 hours throwing this together
frick off
Lol that's funny
no it's fine, it adds charm
I often base mod ideas on dreams
Imaginations a hell of a thing lol
Can misc unity dev stuff go in this channel or is it only for real modding
sick
does this mean that all game dev is modding
the first game was the only one that wasn't a mod
technically all games in Unreal are Quake mods
smh epic games shamelessly stealing from id software
Two different engines actually
yeah but Unreal was based on the Quake engine
or was it the Quake 2 engine?
i forget
All good!
but source is based on half life 1 engine, based on quake 1 engine, based on doom engine, based probably on something even earlier
wolfenstein, duh
what was wolfenstein's engine based on, if anything? Or was it just John Carmack pulling a miracle off
think it was just Carmack having a brainblast
it was based on the engine he did for catacomb 3D which was based on the engine he did for hovertank
then it's settled, all engines are just mods of John Carmack's hovertank.
If you mod out the UI for hovertank you basically have quake arena
i mean, doesnt every 3d game have some of quake's "dna" in it
like, im pretty sure every single game engine is a heavily modified version of quake's
yes
Crazy isn't it?
it's crazy how much quake makes up in terms of engines
it was the first fully 3d game after all
yes
but you'd think that after what, a decade and a half(?) that we'd have moved on from the idea of the quake engine
chances are that it'll stay this way for a long time, which is great, id made the greatest engine known to date
well it's not exactly the quake engine, Theseus ship and all that
yea
if they put every single game that used a derivative of the quake engine it would be infinite
Try #dusk-modding
Alright
Yeh Sarm but you'd think one of the more relevant quake 2 engine branches would be on there
She's very fast
this is for a game?
I suppose
you suppose?
Still trying to figure out on how to actually have the player use the animation
oh I see
So far, I made the idle and running animation. Next is jumping
That looks like something straight out of hollow knight
well ideally you'd want to use the animator and have it detect which direction the character is moving and use that to swap out the animations
you have to know how to make your character move first obviously
Do I have to make a separate running-to-the-left sprite? Or is there a function that does this automatically?
There's a shit ton of tutorials for 2D movement animation though
just use something to flip the gif
it has to be a separate animation technically, but it can be the same just flipped
they all look fairly nice
The one I just deleted has eyes that doesn't move. I'll send a newer version
Idle
Hah, i don't need to make a separate left-facing sprite
Look at her go
Nice Jerma fan game

UE4's fog editor really makes a difference, gotta say
They are all models with a pixel-style post process effect, the models themselves are mostly lower poly style, although the revolver I made was done before i starting making the game, so its higher detail than the rest
very nice
@muted stirrup if you're using post processing for pixelation, can I recommend you do it with the Engine internal resolution
r.Upsample.Quality 0
r.PostProcessAAQuality 0
r.MSAACount 0
r.ScreenPercentage 25
something like that
will give you proper crisp pixelation without AA and also will improve performance instead of actually running slower :3
I'll probably look into it, that using the engine Command yeah?
Konrad be like:
Cringe and not very based
the new models look flat as fuck
they just dont look right alongside the original models by grey matter which looked absolutely fine
they need retexturing
but dont expect that from mod that just slaps maps and models on top of each other

I thought the original game was Real enough
We'll see if it is real cringe or real actually pretty good
RTCW obviously
you should play RTCW
I've only played the 2.5d wolfenstein and the new ones
play
RTCW
I'll give it a go
RTCW is amazing
Don't be put off by those screenshots lol
Those are from an upcoming mod I think
Just make sure you go for headshots
this is REAL RTCW
Show pics
Alright sounds good
Yeah but they make mans fall in under a second lol
If you aim in the general vicinity of their brains
both are fatal
Wish games kept that in mind but this is a game inbetween an old school shooter and one of those early realistic military FPS
Yeah yeah
So heads first
Imagine if modern games had a heart hitbox much like a head hitbox
Lmao that would be a shitshow
Remember when media was all about heart shots not head shots
Yeah I remember
Getting shot in the heart was considered brutal until heart transplants came along
Added a jump and fall animation...after trying to figure out how to actually make it do the thing
Might add more sprites into it, these ones look bare
yeah the anim does look a bit too bare
But at least I know how to actually implement them now
Don't mind the pogscouts
@crystal kraken its ripped from the xbox port of rtcw i thinx
oh yes
You're well on your way already, keep it up
@tranquil oracle How close to OS level raw input is Unity's mouse support?
I feel like you'd know the answer to that question
If you use the new input system it's all raw input
No latency, delays, smoothing, any of that shit? I did some searching and it seems like there were a few issues with sampling in the past
Like, move the cursor 5 left 4 right is registered as 1 left instead of two separate inputs
you'd have to try it and see
I don't really notice the difference between raw and non raw input half the time
RTCW is good
the first bank map?
It's not to scale
@tranquil oracle I did figure it out but it's not really something Unity can control. As I feared it's down to hardware and how fast the polling rate on mice is. Unity's mouse support is indeed adequate for what I need though luckily.
Yeah all Unity does (as far as the new input system is concerned) is just return the values direct from the OS, which is about as much as it can do
For that reason you actually have to multiply the value of Mouse.delta by 0.05 to have values equivalent to GetAxisRaw("Mouse X")/GetAxisRaw("Mouse Y")
(would upload directly, but given high res UE4 screenshots can have large file sizes beyond 8MB limit, only way I can post without being compressed down)
WIP
I could use as much feedback as possible since this is for a contest which ends soon
Lighting in the last screen seems a little weak
Cosy but seems a little flat at the front, and the light flares to the right are off
My hope is to make it into the top 10 for the contest
Thx
looks nice
well
probuilder for the level
anything else I guess could be the standard shader
cus I doubt David knows how to write shaders
standard vertex color is the one probuilder throws on by default (i don't really know why) so i wasn't sure if it was kept or set back to unity standard
DUSK uses a specialised shader for the character IIRC.
what about for level geometry?
Made a Halloween map for Team Fortress 2: https://steamcommunity.com/sharedfiles/filedetails/?id=2237224308
Steam Workshop::Farmageddon
Doing some UI work
https://youtu.be/sTcdIbTtb6Q
pretty cool UI dude
Thank you! I still have to do a bunch of stuff but I think it's coming along nicely
if anyone might be able to help me learn how the fuck to do programming functions / actions in this game i'd seriously appreciate that
because right now i'm at a stump with doors
with chasm you need to go into the processes file for your usermap and actually programme shit you want to happen in it
god Chasm: The Rift is such a beautiful looking game
the low poly models and texturework in that game is like Quake on crack
Hexen 2 tier work
all software renderer too ๐ฎ
it looks absolutely incredible considering how primitive the tech *behind it is
the art direction is probably the main reason people keep comparing it to quake, its just so good
looks like hexen sort of
or am I thinking of the other retro fps that starts with an h
heretic?
I don't know which, only played the shareware one that's available in the triple pack
Different tech but yeah I get why you're seeing similarities between it and chasm
Hexen 2 has some of the best low poly art I've ever seen
I know this is the most basic stuff ever but I'm glad to find out this is easier than I thought it'd be
Also, does anyone how to make Thief fan missions? (and if I'd have to code anything for them)
Yeah hammer looks tough to use but it's actually pretty simple
Found the program people use for Thief FM's, DromEd
From this screenshot it looks similar to something like trenchbroom and hammer
So probably no coding involved
and a tutorial playlist for it
Have fun.
does anyone have any idea how to import the v1 and revolver models into ue4
sfm: heavy trips over baby teammate's model trains and throws them all into the stratosphere
there is literally no reason for making savefiles in gamemaker to be so difficult this is absolute nonsense help
gamemaker
sorry that's your problem bro
much appreciated!
Does anyone know any good tutorials for texturing in blender? That's like, my last hurdle before I can start just grinding on indie games right now
Crunchy quake style character model shader
Is this UE4?
Yea
I thought that shader looked familiar
@shy hatch it's because quake used integers for its models I believe
or was it just really low quality floats
i cant remember
These are Lowest quality floats
@unique trellis the shader doesn't have anything to do with ue4 and was bade specifically for this game, but it is emulating the look of the old MDL model format that led to vertexes snapping to an integer grid which is what's happening here :3
Snapping to a 1cm grid but you can change it per-model to any size you want
didn't games like Quake 1 & 2 also lack skeletal animation?
Yeah, Quake 3 too
(in Quake 3 they split characters up into several vertex animated pieces which can be rotated freely)
Vertex anim is pretty cool.
It just reminded me of this shader
https://gamedevworks.com/blog/ps1-rendering-style-in-ue4/
I attempted to dabble in UE4 to make PSX like horror game, was looking up shaders when I ran across this
The grid snapping reminded me of it
playtesting a tabletop game, need players, DM for server invite
Hello! Does anyone know why this is happening?
@unique trellis sick ๐ฎ
๐
@unique trellis check antialiasing
I am going to be surprised if anti aliasing is reasponsible
The entrance is being rendered on top of the sign
nvm I fucked up the whole level
I'm gonna try from the beginning
you fucked up my level
Made a lot of progress with chasm mapping today, namely with process.x editing
Doors, switches, keys and locks
So, i have the new doosk trailer ready. The trailer should become public on friday. (Not uploaded yet)
In the meantime: Doosk?
More like, Duskenstein 3D

@shy hatch I'm using the default editor that comes with David S's portable chasm pack
Unfortunately that means you need to manually programme in any doors or moving objects or gates or teleports or death pits yourself
Damn
Yeah
Thankfully me and the guy I'm working on this stuff with are gonna do some extra documentation
Make it less painful for the handful of people who might want to join in on our miniature scene
So now that I'm not longer using a pixelization filter for TTR I can finally have dithering.
Anyway back to your regularly scheduled radio silence.
Type to reload
this is the.second time I see a mod with weapon sprites you can see the bottom of
It is a very bad and noticable oversight.
I wish the art style was more consistent.
If you have HM enemies you should also have HM styled weapons.
thanks for the tip...
everything else looks promising
it looks cool
Yeah, it looks awesome
There was a legend that said Doosk would include custom dusk monsters someday...
That day is not today, but at least you can enjoy a trailer about it.
So, after releasing the dooskworld update you thought this mod was done for? I was just warming up!
Playing Doom with Dusk weapons is great. But when you add Dusk monsters to the equation, it becomes an experience!
Introducing to you: Optional Dusk monsters for Doosk.
Why op...
I'm waiting exitedly
Can we get Icarus here to see the beauty of what has been created in Doom?
Ytf
Gl
Is this paradise of the gangsta vartiety?
Sick AF. Love it.
I'm not gonna lie, I was bored and decided to make a shitpost DOOM mod.
love the pistol gotta say
you downloaded and tested it in 4 minutes lol
nah i didn't really have time to thoroughly test it cuz i have class
smh I'm in class rn
technically class should end in 1 minute but prof is going crazy with the proofs
also what's your favourite mod for the stalker series
oh my fucking god
even the fist shoots super shotgun pellets
this is the best mod i've ever played, 10/10 @fiery aurora
i've tried everything but the plasma gun & bfg
ah
i wanna do more with the chainsaw, rocket launcher and the shotguns
but
idk what to do with em
im ready

the chaingun is the one i had the most fun modding
you know...
what if i made the plasma rifle fire extremely fast, with an endless barrage of rockets, bfg shots and ssg shots all at the same time?
FUCK IT

lmao
Fist bump for ssg
i think you fucked something up with the fists lol
because i think i'm losing shells
when i punch
so now i have -6 shells
losing maximum shells
2 at a time
Bruh @shy hatch I didnโt come across thatbs, thatโs weird
Iโll have to figure hat out
Hahahahaha wtf
I see that
Oh wait i think i know why @shy hatch
I probably didnโt set it to inf ammo
sacrifice your soul to the shells
i mean when i basically have a full-auto ssg sounds like a shit deal
@shy hatch yea, the point i want to do with it now is one for one. So do you want a slow punch SSG with inf ammo or a full auto SSG with small amounts of shells? Thing is that I didnโt think it out well
making a doom wad based off of dante's inferno or the divine comedy
this is all i have rn
i want it to be fast, brutal, no mercy given to the player
@unique trellis I see, you playing on UV?
yup
UV gives you all items, a design choice i dont know if it was a good idea or not
gotta wait till map 02 to find out
map 02 will go all out, it'll be the Gluttony part, as im compiling the first 2 phases into one level
๐
2nd part of map 01 will be relatively easy, it's just an icon of sin boss fight with some extra things put into it, such as more complex enemy spawns and shit
Is there a Doom mod that port the John Goodman's X-Decathalon weapons into any mappack?
this is the most beautiful thing ever
HAPPY NEW YEAR! 2016 wasn't the best year but was an ok year for me. I want to thank all of you for a great year! Also thanks for passing 200 subs! I never thought I would go over 100 subs and I want to make better content for you guys, thanks alot. Also got fraps so better re...
Guncaster is another mod with ridiculous weapons fit for slaughter maps
Modding New Blood Games' games is only good if its ultrakill or amid evil
No, Maximum Action weapon mods are cool as well
Modding New Blood Games' games is only good if its ultrakill or amid evil
woah, i didnt actually know you could mod ultrakill, one sec lemme factcheck that
probably not
wtf?
it was the wrong one, that was a playtest
that was like 30 lost soulls
lmao
you are either sadistic, or an idiot
yea, i put 2 pain elementals and 2 lost souls on UV
i let the pain elementals pile up
Pain elemental are first priority
yep
that's why im making it a tight space
so that the game actively punishes the player for not thinking straight
current wad progress
I don't have GZdoom
i added some new shit, trying to make a trap to summon archviles but it doesnt work
damn
I would think adding in some better compatibility with some gameplay mods would be good
like Treasure Tech, or the Heart of Demons
well the game apparently works great with brutal doom or pb if thats what u mean
ok
yea
they are really just great gore and weapon mods
I was thinking ones that affect movement, like Treasure Tech, with it being just Warioland Doom
y'know, i could try one thing
what?
@unique trellis was thinking of making a secret where you have to skip along some damaging water, all the way to an island where you fight a cyberdemon, then you can find a secret hidden door to get absolutely everything, like 10 boxes of plasma, bullets, shells, rockets, as well as a megasphere
kind of like finding treasure
that could be cool
i'll see what i can do
you could even make a subtle Warioland reference, by maybe making the castle look like Wario's in Warioland 2
the best Warioland game
@unique trellis warioland 2 was definitely my favorite warioland game
good shit tbh
yeah
The multiple sets of levels is a good idea
it allow you to look through the different level
and find alternate routes
yeah
what
that it's only good for UK or Amid Evil
SDK?
yeah
what's that
the thing you launch Dusk Mods from
make it then
you can't
??? people had crazy weapon mods for dusk before the sdk was even out
the soap cannon
they haven't allowed weapon mods to be used in the SDK
see above
a small video of the wad's progress, this is played on UV
you may see a small amount of lag, that's due to the 10 million apps running in the background that i forgot to close 
You have FOV way too high
150 feels like way too much
lol
i guess i just like to go speedy
yeah probably
90 is too low jfc
i died at the archvile at the end, the archviles are gonna be by 3 on uv, 2 on hmp, 1 on itytd i think?
110 is default i think
150's good for me because i like the speed
i have fov set to default on latest gzdoom build
where do i get the updated wad @fiery aurora
i died at the archvile at the end, the archviles are gonna be by 3 on uv, 2 on hmp, 1 on itytd i think?
Sounds decent enough, if you give a rocket launcher/plasma
@unique trellis i'll post it, lemme just update the file
pog
Sounds decent enough, if you give a rocket launcher/plasma
@shy hatch i did give a plasma rifle, you get the rocket launcher by the final arena where you fight 3 cyberdemons
gonna add more rocket boxes too, i forgot that
what do i do after killing the 3 cyberdemons @fiery aurora
100-125 range is arguably best for competitive fps games, I play at 110
aight
I did it! I made the room!
The level*
The only thing that doesn't work properly is BLU team's resupply locker (it has no animation)
nice
ty
Rip and Tear, until the run is over
That awkward moment when everyone calls you Gordon even though you're a time manipulating assassin from the future... and also a lady. Half Life 2 will never be the same.
Links:
Temporal Assassin Discord Community & Download: https://discord.gg/pcfTPN8
Temporal Assassin Alter...
look at this
it is beutiful
Never played HL2 or mods for this game, but Temporal Assassin looks amazing.
yeah
Is there such a thing as too many super shotguns? Well that's what were here to find out with a weapons mod that stretches the definition of shotgun before swiftly going mad.
Find me elsewhere on the net:
Twitch โบ https://www.twitch.tv/mr_icarus/
Twitter โบ https...
A small but very useful mod for Darkest Dungeon that removes a very annoying mechanic when you complete a quest: https://steamcommunity.com/sharedfiles/filedetails/?id=1277262669
A good old fashioned plate of Spaghetti Weapons, my compliments to the chef.
Download links:
Spaghetti Weapons
https://forum.zdoom.org/viewtopic.php?t=69407&p=1160443
Find me elsewhere on the net:
Twitch โบ https://www.twitch.tv/mr_icarus/
Twitter โบ https://twit...
bruh just link icaruslive's channel at this point
what
this channel is mostly to showcase what you are working on
Not filling it with random videos made by other people
ok
I mean, it doesn't state it, but ok
there's a difference between talking about mods and sharing what's being done, and just linking a youtuber's showcases over and over
TMSS was done by a person in here, if you were wondering
90% sure its Bread, he doesnt talk much anymore
he changed his name a bunch on this server so its hard to remember
he could be any one of us
The first level of DoomGuy's Inferno is almost done!
i hope people actually like the progress of the wad rn
nice
Taking the sickles code from doosk and taking it to the next level...
Yeah, lots of hacks and still room for improvement, but it was a pending task for years.
And as usual, still compatible with gzdoom 1.8.6 (no zscript implied)
Redfield has finally released his RavenKeep Quake mod with new monsters, new maps and hectic boss fights. (Based off the ADdev kit) https://t.co/K6uout21bm
136
Taking the sickles code from doosk and taking it to the next level...
Yeah, lots of hacks and still room for improvement, but it was a pending task for years.
And as usual, still compatible with gzdoom 1.8.6 (no zscript implied)
@robust ridge thats fuckin cool
yes, it is time to implement a projectile grabber myself now.
right after I finish my midterms and exams- those first.
I need to play more Quake on my spare time for these mods.
w o a h i finished my first level yay!!!!!!!!!!
fixed a couple bugs that were present, like one of the secret doors being unable to be opened... FUCKING RAW! https://drive.google.com/drive/folders/1hrTR9F58VJ7pMQ5wmdbsg5SJc4HkJ8om?usp=sharing
testing this out soon
nearly done here
i need to get into playing quake mods man that shit looks crazy
Taking the sickles code from doosk and taking it to the next level...
Yeah, lots of hacks and still room for improvement, but it was a pending task for years.
And as usual, still compatible with gzdoom 1.8.6 (no zscript implied)
@robust ridge lmao just play GmDoom
jk
Good mod
Taking the sickles code from doosk and taking it to the next level...
Yeah, lots of hacks and still room for improvement, but it was a pending task for years.
And as usual, still compatible with gzdoom 1.8.6 (no zscript implied)
how fuck do you make 3d models in doom
k
yo, boys i gotta question
i know a good bit about DOOM's code, and I'm able to make some ACS coding with it work
but, is it possible to write anything to enforce pistol start on each level?
because I'm not one to know that kind of shit
i wanna make pistol start because i give the player almost every single weapon on each level so it wouldnt be fun to go thru each level with all guns
@fiery aurora im looking through zdoom wiki & forums to see if its possible
Cool
I looked thru so much and i cant see if there is a way
Like maybe enforcing IDCLEV or something
CIGAR.wad is finally here! Huge thanks to @robust ridge for letting me use the doosk cigar sprites. This mod wouldn't exist without them.
features:
- cigar stolen from dusk dude
- menu that lets you change cvars
- should work with all mods since it uses ACS to give cigar
- some unused cvar/acs stuff that I couldn't get to work
@fiery aurora that hl2 gravitygun video wasn't 3d though. It was sprites.
And it is possible to force pistol start through scripts, and even make it toggeable through custom cvars.
Doosk have intruder mode, which is basically that.
@fiery aurora that hl2 gravitygun video wasn't 3d though. It was sprites.
@robust ridge damn you have really fucking good sprites then
insane amount of sprites just to make them look 3d
And if it is possible to do pistol start, would it fuck with gameplay mods
the cigar sprites that I ripped from DOOSK had like ~100 sprites
That depends if the map was designed with pistol start in mind or not
surfaces are flat
everything has a surface
everything is flat
sprites are flat
everything is a sprite
you see everything as a 2d sprite, but it's rendered really really fast and theres a lot, lot, lot of sprites
https://forum.zdoom.org/viewtopic.php?f=19&t=47763
not my mod, but i always use this mod
Discussion about ZDoom
it replaces the invisbility sphere with a new sphere that heals 40 health + 40 armor
it can also heal up to 220 max health + 220 max armor
one tip of advice to anyone who's gonna download this mod: load this mod LAST if you can
yeah, latest version of bologonese
its like ketchup, but its more compatible with more blood
needed that brutal doom gore without actually playing brutal doom
oh
Well it's still made by Sarge Mark
And Sarge Mark's a... curious fellow...
Prefer Nashgore
Shortie's Domain has finally been released and is available to download from https://t.co/ve9dKuOJ9J: https://t.co/1vydt2zHu6
You can catch it on Thursdays from 9:30PM on KPDM nights. Watch out for fellas who pick up the flamethrower ๐ฅ
hi is this the discord oh handofblood?
?
And Sarge Mark's a... curious fellow...
@tropic grove you mean he
you mean he's an asshole?
a bit of an understatement but yeah
o yea, there's that too
can someone give me some help here
i just need to put a Thumbnail on the Mod on the workshop here. i gave a search and no thing really helped
the game asks for hevaing a PNG file inside of the archive of the mod than update it with the name of the image being preview.png
but it doesnt detect it
oh
Well it's still made by Sarge Mark
And Sarge Mark's a... curious fellow...
@tropic grove thats fair
wait what did mark do?
well used real life images of dead people for gore
hong kong 97 moment
and also has some very spicy opinions on some minorities
namely jews
as far as i know at least
you should look it up to make sure
well one of the first things I found is that he basically put a virus in extermination day
so it isn't looking too good so far
ok can someoe pls help me here. i finished the map and was going to make a update here. but when i was going to test out the map my character just spawned in void
what are you talking about
well i already have been there too and as nobody answered me i thought was a chat just to post in the mods
nope, that's the general modding channel for MA
this is the channel for modding of any other game or game development
imagine stealing assets
couldnt be sarge
imagine stealing maps from freedoom for hell on earth mappack
couldnt be sarge
I am happy to poke fun at Mark just like any other guy but it gets old after the 6th consecutive time
Let's talk about good creative things instead
I thought it was great, but played it recently and found it just ok
Actually could not play further than 4 maps
I never liked the last chapter

Graf really went out of his way to keep video playback out of GZDoom. Damn.
You can't even kludge an animdef into playing on the HUD properly because everything's based on the system timer.
And I'm not even going to consider vomiting frames onto the HUD one by one in real time in ACS. ๐คข
force him to fully support chex quest
it had cinematics though i have no idea if the playback was in game or via some player
I think that was a Smacker video.
Either way, it's fucked.
I got really close with the animdef, but there's no way to get it to start on the first frame.
Can't say I didn't try, though.

That is your fault
Yeah, I'm aware of that.
ACS? Is this 1995?
I've never used ZScript to make HUD changes, it's been a nightmare trying to find non-ACS information regarding the HUD.
Going to need a lot of help.
look at the HUD code in gzdoom.pk3
The best help you can get is reading a C# manual
ZScript documentation is trash but you can make up for that by learning actual programming
Or java
ZScript is close enough to java
Looking over the functions in alt_hud.zs is a bit enlightening.
Getting a bit clearer. ๐
It looks like I should actually use RenderOverlay.
Anything that belongs to HUD should go into the HUD imo
I dunno which to go with. Technically, it's not part of the HUD, but it acts pretty much the same way.
It's drawing many things rapidly in sequence over the screen. :v
Damn it, this is over my head. I just jumped head first into this shit without thinking.
Take a break, move on to a moderm engine, learn valuable skills
Do I hate myself enough to try and pick up Unity?
Do you hate yourself enough to learn something that might have some applications in 2020?
The catch is that modding Doom gives me a base to work off of, and tight restrictions to stay within. The moment I'm given too much freedom, I freeze up.
Join another project and take orders
There is a lot of great projects happening always looking formextra hands
Even hands without any useful skillsets?
I wonder if my Access VBA skills can come in handy in game development. 
Nah, secret's already out in here. I can't do shit. C'est la vie, I guess.
Better off sticking to my guns.
Thanks for the pep talk, though. โค๏ธ
I am gonna take a guess and say you are in the 27-32 years range at most.
You have around 40 more years until your brain starts becoming useless, what is your excuse to not improve a little bit per day and perhaps one day accomplish something more noteworthy than you thought you could have done?
If you don't start you'll surely never arrive
I dunno, but this doesn't feel like a conversation for #general-modding.
It's ok, i don't mean to keep going
It's cool, no worries. Talking about my personal problems in a public chat isn't good etiquette, is all, so I try to avoid it.
ยฏ_(ใ)_/ยฏ
Shitpost mod that I made
Secretly it's a test to see how beefy your pc is
If you crash to the chainsaw you fail
looks cool if only those stalactites stalagmites didnt look so copy paste
The level looks so cool 
That is some cool stuff
nice
using high and low res textures at the same time feels a bit uncanny to me
particularly referring to the intestine like texture
Some rock textures I'm working on
Since this is Source I only can use a base texture, a normal map, and a compressed alpha for a specgloss map
roggers
Big stuff
By default CSMedit only includes a certain group of textures / models / sounds for you to use, and before this we had no way of finding the names of excluded assets so we could mention them in map specific resource.x files
thats sweet
thanks for all the people who comented on my screenshot btw
y'all are sweet
@unique trellis i've changed that since, though mixing them up sometimes is inevitable
niice
cool shit dood
Huh, this is curious, apparently the Arsonist hero class mod for Darkest Dungeon got removed by one of the creators without informing the other.
It is thankfully back up again thanks to EbonyBetty, the co-creator of the mod.
Seems Nathorus just "went dark" all of a sudden without telling anyone.
https://www.doomworld.com/forum/topic/86363-zdoomzandro-dump-episode-1-fuck-time-limits/
dump 1 for doom
maps made by a bunch of people connected by a hub
pretty fun, i've almost completed the entire thing
By "went dark", he apparently deleted his Twitter, switched Steam account and blocked everyone who had worked on the mod, which is extremely odd to say the least.
went for the nuclear option? sheesh
Basically, you're playing as an undead slave for a demon who necromanced you. You'll have to foil and kill the many exorcist that tries to harm your demonic roommate-of-a-master.
Turned this idea into a comic instead
Dave asked for it, blame him.
Oh wait what the fuck
We can share stuff in here?
Dual wielding, STIM cocaine, and beating
Oh and you can have as many of the same weapon as you please
So once the update finally drops I hope someone just gets 8 of the worst gun and cycles through them infinitely.
And becomes unstoppable
Gotta love Discords that let me shill my game.
A ruthless, lawless land. A cold, dark place indeed.
andrew.. my boy.. when...
Michael Action shall now be taking ownership of this channel, thank you for your cooperation
Download this now
Oh, just saw the pinned message.
so what's the reason behind nuking the max ax mod channel
did you read the announcement?
Max Ax isn't a New Blood published game anymore. It's going its own way now.
I like the tron looking game @deep wadi

@deep wadi Are you just active here now or something
Saw Maximum Action die and remembered this place existed
This accursed place
Nah I'll probably return to being quite again lmao
I usually just lurk in 90% of places
Also i don't think it's dead - I think it's just...different.
I'm playing it right now actually
Never knew you could spin your guns
That is neat
Anyone know how to create custom Quake Textures with Trenchbroom
Some custom models and textures
This is a test map, so I'm testing out lighting and stuff, too
Is that a bullpup ak
Yeah it's an OTS Groza.
everytime I see the groza I think of the stalker series
and it also reminds me that I need to make an audio file for my grenade launcher, because the underbarrel grenade launcher in my CoC modpack sounds super crisp
Unlisted video for now.
Update should come sometime next month, but wanted to share the video early.
(Update coming soon. In the meantime, enjoy 2018's version)
https://www.moddb.com/mods/half-life-2-weapons-rip-20-final
So, there it is, the final official update for this mod.
Yes, i considered this mod done before, but quarantine and no internet gave me additional spare tim...
RIP New Blood and Maximum Action's partnership
and that fuckin awesome soundtrack for maximum action
is that VR I see?
ye
oh my god I just figured something out that took me like years to figure out
by "something," I mean I've achieved the "perfect" movement script.
it has been a journey through math, physics, and fiddling with and figuring out how much dumb shit goes on with Unity.
grats

Eh give it a few weeks. You'll figure out another thing that needs tweaking probably.
this reminds me my Vita is laying completely unused somewhere
@wraith beacon Probably, but I'm pretty confident in my understanding of everything now. I started out asking questions about how to move a character controller, and now I'm confident that I could recreate pretty much any movement system, eg bhopping, strafejumping, or even DOOM's straferunning.
Unity defenitely has quirks that I'd like to change but for now I think I have it as best I can. I was just glad to learn more about the innerworkings of character movement in video games and algorithmic design. .
mario 3d real
how are people still developing stuff for psp, all I can find on it are just dead links for anything related to it
There are 2 discords
one specifically for PSP and one for cross vita/3ds/psp projects
PSP modding right now is mostly just people making stuff for their vita because the homebrew toolset on vita isn't as expansive as the PSP's is
I just turned on my PSP for the first time in years the other day and found that I downloaded some World at War Zombies remake on the Quake engine years back
lmao what
yeah, it was actually super fucking impressive
it was pretty 1-to-1 with remakes of classic maps and completely new ones
Video sucks, but this is it
Hi guys, Tech James here,
NZP Is a popular Call Of Duty Zombies homebrew game for the PSP. Itโs a pretty old PSP homebrew, but recently it was updated and rebooted in 2019!
This video is for educational purposes only.
โค (NZP GitHub): https://github.com/thyjukki/nzp-reboot/
...



