#general-modding
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I helped with that
My friend Ian did that
Nacht is currently the only 1-1 map that doesn't run like dogshit but yeah NZP is probably the biggest mod still active for the PSP
They're adding Black Ops 1 stuff alongside optimizations. Eventually. Ian needs a new PC
@pure jackal why did you bring me here
quick tell em about the other cool shit i dont know that youve added/fuixed
if people are genuinely curious they can tag me and ask me, i don't want to bloat the channel
valid
I hope you have the need. The need to feed.
COME EAT THE MAPWICH!!!!
https://t.co/uzhIjS5I20
https://t.co/Bab4zQoB5X #doom #doom2 #mapping #leveldesign #mapwich
I'm still trying to learn how to make custom textures in Slade for Doom

Looks great btw
oh jesus chroist what is happening in the lower right screenshot with that floor
is that a chessboard?
I'd love to learn how to use the quake engine
and make some psp homebrew lmao
tho I can't find where to learn how to use it...
I love the psp but making homebrew for it seems like a bad idea right ow
Finished level selection screen for Open Hexagon
Video test https://youtu.be/q2LmOyY8Q_Y
https://media.discordapp.net/attachments/750824651046780939/767052149355708426/unknown.png
https://media.discordapp.net/attachments/750824651046780939/767052063267225610/unknown.png
https://cdn.discordapp.com/attachments/750824651046780939/767051957080031232/unknown.png
https://cdn.discordapp.com/attachments/750824651046780939/767052222357045268/unknown.png
Some custom models I made for my upcoming CSGO map
https://i.imgur.com/6c9rc5V.mp4
i'm making a half-life 2 mod, i think it's pretty cool
whoa
that looks really good
there is some weird clipping on the RL near the end
yeah that's the default viewmodel, it's gonna be replaced, this is still pretty early in development
Also it feels like whatever is shot from the shotgun is spawned to the right of the weapon instead of from it
it doesn't, it actually comes from center of the screen, you're just moving fast enough that it looks like it comes from the side
https://i.imgur.com/HV0o3P5.mp4
have another gif
looks awesome
Looks promising
mm that slowdown on weapon switch felt gooood
Yo I wanna play the hell outta this
That looks very interesting
why are you shooting with a hammer?
this looks like a multiplayer mod but then the slowmo on weapon swap
This is singleplayer, multiplayer is planned tho
Deathmatch, tdm, ctf, all the classics plus some new ones designed specifically for this
And co-op, can't forget that
Hello there
Im new here
and i really want to get the Unreal Tournament '99 Enforcer in the game
I set up the folder (Template, Firing sound)
I have never done this before
The guide has some program and it wants a .fbx file
@shadow mist sorry my mic is shit
@unique trellis ok but why'd you post that in this channel
I couldn't find a VC channel
it only appears when you're in the vc
Ah
@unique trellis Trenchbroom
You make a quake map and load it in the DUSK sdk
but like
i dont have quake
ik
kill me later
do whatever just let me do this
Think i remember some dudes talking about how to make DUSK maps without quake, lemme see if i can find it
Ah yes, from what i remember you don't actually need the id1 folder (the actual game files) to run it
So you can just download a sourceport for quake, and use that as the base
you then get the DUSK textures .wad (available in the #dusk-modding channel's pins)
and use that
is there a way that i could possibly map in J.A.C.K
I've heard of some people doing maps in JACK but not much more than that
its basically hammer (yknow from HL1/2) but you can map for quake and HL1
you could try searching it in #dusk-modding for the conversations about it
alright thanks
How is the volumetric fog done in Dusk? Not the distance fog, but the sheets of fog in the halls and such
It sort of moves or swells in kinda blocky sheets, I canโt figure it out
bruh how do you get half life maps in dusk
do you just go into the SDK files
and paste in the original half life maps
@ me for a response
You're welcome
alright so
my HL maps folder looks like this
oop
alright i guess ill just
the WAD files are in "half-life maps"
and the map files are in \local\half-life maps\maps
you can post images in another server/site and copy the link to the image
that way you can post images before the rank
also if we're talking about DUSK mapping it should go into #dusk-modding
alright
Doom
yeah no this is doom
so many people think this is like goldsrc or something
stop making me feel good
It's hard to tell at a glance but closer inspection showing the more pixelated texturework than GoldSrc would have makes it a bit more evident it's Doom
the crosshair and dynamic lights gives away thats GZDoom
also i recognize those textures used in diabolus ex
How is the volumetric fog done in Dusk? Not the distance fog, but the sheets of fog in the halls and such
probably just a particle system with big transparent particles
i havent actually looked to see but that's how i'd do it
what benefit would using particles have to, say, using quads? i can't really figure out how these are actually moving
it's OTEX and Diabolus Ex textures for everyone askin'
also holy shit Audom that looks awesome
yeah i figured if you knew the textures you'd figure it out sooner
https://youtu.be/eraAXa9Lt5o
Not my mod but it is a mod and it is fun
Get on this 343.
And Don't just do Recruit again
@surreal rapids its particles
Thanks, do they just generate big sheets of fog and fade away or is there something more complex going on?
https://media.discordapp.net/attachments/707240871149568094/767939845334106152/unknown.png?width=1058&height=671
https://media.discordapp.net/attachments/707240871149568094/767940045789200404/unknown.png?width=491&height=671
https://media.discordapp.net/attachments/707240871149568094/767940453961826314/unknown.png?width=1013&height=672
Some more assets in my test map I made today
Quick random question: Does anyone have experience with dehacked?
I'm doing an experiment and i'm curious which dehacked format is best, as I have 5 options but don't know which one is standard or default.
Gonna give this class mod for Darkest Dungeon a go: https://steamcommunity.com/sharedfiles/filedetails/?id=2248772895
Also, sheesh, the Paracausalist hero class has got a rather nasty camp skill called Trepanning.
"Trepanning, also known as trepanation, trephination, trephining or making a burr hole (the verb trepan derives from Old French from Medieval Latin trepanum from Greek trypanon, literally "borer, auger") is a surgical intervention in which a hole is drilled or scraped into the human skull."
This will greatly reduce his stress, but has a chance of hurting him AND also inflict stress on the party.
I'd be stressed if my buddy drilled a fucking hole in his head.
Yeah, especially considering that it has this little flavor text too: "No interfering colleagues to stop me this time."
playing on my cramped laptop keyboard in a test level with sound muted but we have nade launcher! https://www.youtube.com/watch?v=r0cAMhJhW-4
explosion FX are most likely temporary :3
still lookin good
Opened back up an old Civil War PSP Quake mod I was working on in 2014. I really should finish this sometime in the future.
listen bro, you gotta admit it's at least a little cool
would be a lot cooler if I finished it tho
like this would be cool if it wasn't a test map
but it's running at full speed on 32 megs of ram and a 50 or so mhz processor
that's impressive
Not really, it's standard Quake.
NZP has more going on
stunning quality resolution
as clear as crystal, but not liquid crystal because it's a cathode ray tube
That's some powerful blues on that damn
Also to make that psp thing less impressive, it's running on a psp 3000, which has 64mb of ram iirc
well, still pretty damn cool
Hey everyone! Iยดm new here, you could say that i am "New Blood" (hehe). Joined through Ultrakill, which is amazing and Iยดm interested in starting somekind of development project and thought that modding would be a fun undertaking. Do you guys have any tips on what games would be a good experience to make a mod for? 
ZDoom is a bit obtuse, but very flexible and welcoming for being based on a game from 1993. :v
ultrakill disgustang
Basically, anything with a proper toolkit, above-average documentation, and an active community is going to be a comfortable place to start.
(G)ZDoom is decent start on mapping
Source is also relatively good to start modding on afaik
tho its not great if you plan do some verticality
Source is a pretty good engine for modding too. Shows its age a bit, and it's not as convenient for developers as more modern engines, but it's not hard to wrap your head around with a little stubbornness.
Thanks for all the responses, now I have more than enough alternatives of where I could start. Very appreciated! 
I'm still working on doosk monsters, so idk when i'll update the mod. Hopefully it will be sometime this year.
In the meantime, enjoy this 6 minutes gameplay of the monsters in action, playing with freedoom.
Some enemies are subject to change, like the son of intoxigator, mos...
omfg mOdELS
I uh, make doom maps sometimes I guess https://twitter.com/Beancatte/status/1319066993002164224
I swear I've seen all of these before
my brain is reconstructing these maps from memories of other maps
I imagine that happens a ton with vanilla textures and stuff, yeah
i like the slime pipe
That's what she said
Slipe(Slime Pipe)
really like the vibe they give off
(You can mod PW by recreating the .vpks' file structure with folders within base - for example, to replace sounds head to Perilous Warp / base, create a new folder called sound and make another one inside that called items. Then add any sound effects you want the game to use a...
the aliens go fukkaaa whenever you come into their field of view and everything
funniest shit I ever heard
Sweet.
Running a halloween event for the garry's mod server I'm working on soon
came out bretty sick
we're doing custom zombies that will stalk the outside as well
designed this, and someone modeled it for me (still WIP-- especially the MS Paint chest)
im SPOOKED
A new map in Source Engine I'm working on
For a mod called, Deathmatch Legacy, which is a remake of Valve's version of QuakeWorld
And yes, this is Source Engine
Heavily modified albeit.
Everything in these screenshots has been made in the last 4 days by me, including the models, textures, and the map itself
I've been crunching on this lol
@sharp vortex Is the whole eclipse and dark ring on the zombie thing a dark souls reference?
inb4 Dave Oshry funds our project ๐ jk, that will never happen... @shy hatch
It would be amazing to get an actual license to the engine though
DX12 and Vulkan support
Less expensive drawcalls, etc
vulkan support
god that's a feature i wish more devs would add
ever since PoE got it my eyes have been opened
Atm we're trying to shim in DX11 on top of the DX9 support
Without engine code
And it seems very probable that we can do it
@untold niche Kind of yeah. Actual eclipse is more of a Berserk thing, which Dark Souls 3 also references, but the ring holes in the chest are straight up from Dark Souls 3 lmao
ty
I like the first screen in the forest
Maximum Action may be no longer published by New Blood, but that doesn't mean people will stop making awesome mods with weapons from their games.
yes
Hi
Halloween campaign for KP
Probably the best custom single player campaign made for the game thus far, has some really pretty environments and even new weapon mods. Look out for it when it drops
It's Blake's gunsword from RWBY. It's a pistol with a sword blade on top that folds up
...that is the most anime thing I've ever heard
yes.
Yeah
A pistol that you can't aim and it has a big sharp metal thing on top that's bigger than the gun itself with the pointy end pointed towards your face
if the recoil catches you off guard the sword goes through your eyes
Wups
Halloween campaign for KP
@feral kite Crud, I don't have KP in my library...yet
Will still get it someday.
oh damn, thought youd played it before
Happy Halloween!
GZ PT is out! Are you ready to explore the haunted corridor in this GZDOOM-based standalone remake?
Get it here: https://t.co/Xs8YfpJfNW
Youtube: https://t.co/8Bqk2Dbaro
#gzdoom https://t.co/ga1XxCDTt5
Special halloween minimod.
This is a remake of an old mod designed for Skulltag. Now you can play it with GZDOOM, what's news there? :
-More darkness
-New Weapons
-Two types of weapons according of the difficulty you choose
-And more important, more deadly.
-Map reworked
Lin...
Yes, my birthday is on halloween =P
Also, Titan was not dead, just on undefined hiatus.
Several things delayed the mod, including a broken hard drive, some footage data loss, other mod's of mine getting unexpected attention, a friend from which computer i ripped the game from...
Happy birthday dude.
Thanks :P
New article on the moddb page for Age of Hell. Sexy work by sexy people
https://www.moddb.com/mods/the-age-of-hell-total-conversion-for-doom-ii/news/age-of-hell-guest-mappers-and-other-events
is there a holy hand grenade in this mod
Looking nice
oh gawd it looks so good
โ๏ธ
that cant be real it looks so clean
is there a holy hand grenade in this mod
we have plans ๐
almost done with this bastard
this is the first doom map i've made that i'm actually proud of, and even then it's pretty mediocre
that's the only part i'm proud of lmao
vwallaa
its part of a speedmapping challenge
https://itch.io/jam/halloween-2020-doom-speedmapping-challenge
i figured why not
speaking of which it is finally here
my first actually published doom wad, wowzers
thanks to @solar inlet for putting up with that garbage i put in the ultrakill server a long time ago 
HL2 rip got updated.
Last updated: November 2020
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 time to work on older projects, so ...

looks nice
@coarse token the recoil is for it's boomerang mode
https://cdn.discordapp.com/attachments/765865814922231828/770558138566967317/Tofu.wad
@spare scarab Here's a level pack i made in doom if you're interested
sure i'll give it a go when i got free time
i'm trying it out rn
oh awesome
this was made with vanilla doom in mind, so if you have to jump to get a thing, this is the wrong wad.
once i finish the map & take a little snoop around in doom builder ill give some feedback
the map? this is ten maps.
yea
this was the results of two years of mapping, everything except for map 06 i believe was done this year.
@lofty shore playing the wad rn
i'm on map02 rn, i'll provide recordings of every level once im done
oh thank you
It's been so long since I've played OG Doom, Doom Eternal mod support when?
@lofty shore map03 cyberdemon trap, how the fuck do you get out of it?
There's a door
that if you go around into the computer room beside it, you should be able to clip through a wall and find a door
its one of those secrets i have to work on
@unique trellis
yeah i'm fucking stuck then
Really?
i gotta fix this then
Cause when you get on the platform
a door should open up
also as soon as the Godsphere is picked up
a door opens
and i'll have to get you the newly edited wad
alright
sent it to you in DMs
@lofty shore sadly cant provide recordings as there's just a lot of limitations but ill do the best with feedback
that's all I need
point of reference: what is this? your first map, second?
map 03?
no, in order of all the custom stuff you've made for doom
its actually a remake of the third map i made, so I guess like the seventh
mm okay
i thought map 01 had some basic detailing but good design & layout
on maps 01 - 03, the ones i've played so far, the things placement looks kinda lazy as there were barely any health pickups & i was constantly at 30% hp
i liked map 02's interesting details like the lighting changing at the beginning, floors lowering to reveal stuff like the red key & the plasma gun rampage
that's really good ๐
various switches that are textured with their opposites on that map though
map03 feels like an extension of map 01 with the same amount of quality just bumped up higher; rocket launcher secret & chaingunners lowering from ceiling are nice touches
im playing map 04 right now and i'll try to dissect map 01 - 03 in udb
oh yeah there is
also, i keep in mind the only person who playtested these so far,Solo'd co op slaughter maps.
respecc for UDMF
yea
but in terms of difficulty, he was always pushing for more
and i've tried to give him that while being fair on the player
and i think map05 is where it really gets good
what happened here
oh i forgot to ctrl A
Okay depends on which wad you're using, level 5 is gonna be different, but both maps i used for level 5 i'm very proud of
Oh good its the right one
yea
dont think this went unnoticed, the windows showing what the switches do is really good
thank you
I'm a firm believer you need to show the player what the switches do, or have very good idea of what door it will open
ooh you were right about the quality getting better, map 05 & 06 are lookin good
yea
oh....if you're playing on UV
just know Map 07
is meant to be very hard
even if you have weapons from other levels
oh lordy
i was told to do a variation of dead simple
so i went with Simply Dead
just take it slow
don't flip any switches until you're sure all the other monsters are dead
and if you get archevile jitters, do not panic
noted 
twelve mancubi
not at once but that's how many you have to kill to beat drop the wall around the switch which will kill all the caged cyberdemons
thank you
phew
yeah i gotta alter it
so that switch will kill cyberdemons
then after they die a wall drops to reveal the end switch
cause I genuinely believe its too hard at the start, but then drops to 0 fast
these chaingunners, man
this is nearing plutonia cruel lol
oh yeah
its where i got the idea
but i give you a wall to block them
and remember i had to do this level with a pistol start
mutiple times

so if people say its too hard
bite me
i suck at doom
also if you wanna do a vc to talk about this i'm game @unique trellis
mic's broken ๐
dern
nice use of UDMF features
yup, i learned that a while ago, and was getting bored of vanilla doom, and figured i'd do one level where i used UDMF Open GL features
i still won't design levels that feature crouching or mandatory jumping
cause it should be designed with doom first
unless otherwise specified
I'm guessing Map08 wasn't a problem for you
yeah im on map 09 right now
Good, cause i'm proud of map 08, and it was originally map 05, but it made the difficulty spike too much at once, so putting it as 08, its more of a cooldown
nice texture work 
yea
not sarcastic either, this is real clever
you can tell that the first three maps were earlier efforts
Oh i did that in map 06 too
OH yeah that texture, i need to fx thatand make it a wall
and the intro to that level
in UV its a diifferent experience than the lower difficulties
cause you might think blocking sight and sound is a cheat
until you get to the floor
and sinc eyou killed that baron you activated the monsters
AYYYYY YOU FIGURED IT OUT
Overall this wad is really good*
The starting maps are rough and more classic with less detail in it but it got better from there on
cause I did work more with doom, and played doom like constantly
Bunch of details & little unexpected surprises add up to the quality, this gets the stamp of cacopog from me
awww yeah
๐
Yeah my friend originally tried to get me to think non linearily
which was a detriment cause my expertise is in making maps where you just straight up fight
like less gimmick or trick maps, and more linear shooter maps
but i will be adding fixes to this and looking for a good place to post it after i can find a way to change the level names
oh, it's easy
I know it is, i just don't know how

yeah, just make a mapinfo lump & snort up the zdoom wiki info on mapinfo
okay i'll have to learn to do that then
Oh, did you notice any problems in Map 04?
cause that's a map i am really unsure about
i didnt see any problems with it
okay good
i mean i say i have problems with it
but when i play it, i'm like "oh boy i jump through this window pick up invicibility, kick ass, go around him kill baron, kill mancubus, go up stairs ect
i am taking your comments to heart and touching up some of the texturing in map 02

in tweets to limit sp4m
yeah this is actual chasm: the rift
i could never map for zrift, it feels wrong

this is for a whole level pack i'm working on, its about half done and will be out by the end of january at the latest
Specific branches of it
Panzerchasm is underbaked at best, the official releases don't support processes that start with capital P's
So #proc 01 is fine
#Proc 01 completely fucking breaks the source port lol
I made these levels with dosbox in mind anyway, might be able to hook you up with a branch of PZCSM that would work with usermaps (and include better dismemberment) but it's best to use dosbox for now
that would be neat, I was checking out PZCSM again a few weeks ago and saw the main branch hasn't had any commits in like 3 years but unfortunately for me it's the only real way I can play the game
dosbox chasm is one of the very few games that can actually make me feel queasy
Oh wow that's nasty
how so
Sorry man
I'll try and get that branch off to you sometime tomorrow, remind me if I don't
thanks a lot, much appreciated
I'm assuming because base chasm is software rendered, it has the same vertical stretching effect you get with build / doom
It's not r3al 3d
Proposition: Wild Woody HD from newblood.
wait...i only found out about chasm yesterday. where can i get a copy of it?
you can't
it isnt sold on any platform
i dont have idea if action forms even exist now
thanks
I already gave him a more updated version with a fork of panzerchasm in dm konrad
@feral kite the first level demo was really neat! Feels really strange having new content for chasm but it feels legit, like a proper licensed expansion
Dosbox is definitely what I'd recommend using if you can for anyone who's picking this up
Even the latest branch of PZCSM is mega jank
Also ty gilby
I need to fix a couple of enemy placements before it goes out in full but otherwise it's been my best effort so far
A little bit late for blocktober but we've been hard at work on E1M1 of Sprawl ๐
noice
lots in the minds eye right now, but i'm really stoked to start detailing and really get the kowloon vibes going in those scenes cc @indigo olive
it looks sooo good as a greybox
great fucking work
Thanks!
been getting used to the HL:A source 2 map editor. first project is a remake of my house before and after the remodel. and getting aquantied with all the new keybinds and the mesh based editor that S2 is. nice that you no longer have to prevent leaks and the asset selection window/menu is super nice. and the ability to just straight drag and drop props into the 3d window is a nice QOL feature. the simulate physics tool is really fun and handy. i imagine the ability to simulate physics on a object can make certain scenes look much better also really cool thing you can do with it is place a prop static tarp and then simulate physics on it for making cool moments with tarps covering things. or go the route of making it into bed covers.
really impressive though theres quite a learning curve at first.
Yeah I've heard the source 2 editor is amazing, it's a shame that the engine isn't available to developers currently ๐ฆ
I've never actually done any source engine coding.
i want to get into coding once i've figured the model editor/map editing side of things out.
one of the nice things is that they have dedicated material editor program/model program meaning the days of manually entering text for each model/material are now gone.
Question for people who understand C# better than I do: What the hell does a += b *= c * d mean? How is C# handling this line of code? Does this mean a = a + b = b * c * d and C# is handling a complex assignment operation or is this just gibberish?
I was debugging my code and I had a line where I did something similar to this. Is this even legal code? Apparently I've been playtesting my game with this, where a represents the velocity, b is the direction the player travels, c is acceleration and d is deltaTime.
I removed the equals sign but I can't fathom why this didn't throw a compiler error on visual studio or say something about multiple assignment operations on a single line. Guess I've never tried saying a = b = c with C languages before.
that ia garbage
a = b = c is fine and easy to understand
That thing you wrote is unacceptable by clean coding standards
you can surely make sense out of it but no self respecting programmer would write it
If you really want to go for it expressions on the right side are evaluated first
so it would do b * c * d, then a + b, and assign the result to a
I wonder if it even compiles though
I strongly encourage you to not use a syntax like that, keep things to a variable to the left to which you assign the result of an operation on the right and that's it
@coarse token That's legal code, but please never write that again
It's equivalent to
b *= c * d;
a += b;```
I was about to correct myself
yeah my line is supposed to say a += b * c * d but it said b *= c * d for some reason. I think I meant to say b *= c * d or something and then forgot about it
Thanks Zombie
little equals sign I forgot about caused me 2 days of debugging
what do you mean golf?
code golf is basically trying to do something in as little source-code as possible
x = x + 1, x+= 1, x++... etc, basically this to the point of bad code with lowest character count.
What is +=?
the same exact thing
x++ and x += are not the same thing unless you are only incrementing by 1
in that case, just use ++
it's quicker
"+=" is x = x + new value and can be used for higher incrementation
x++ is just x = x + 1 strictly, and a shorthand for it
I was referring specifically to x += 1.
also I'm reasonably certain a lot of languages have a way to change the step used by ++, or maybe I'm thinking of engines but I remember doing ++ as 2.
weird but it worked I guess. prolly bad practice
also possible I'm remembering something completely different.
This is why I can't program
Playing with dusk monsters, but without doosk.
Yup, dusk monsters will have an optional standalone version, for those who wants to play them with other mod's or even vanilla doom.
So, the upcoming Doosk update will include dusk monsters. This monster pack will be part of the mod and can be selected through skill menu, that way you can toggle between doom and dusk monsters without quitting the game.
That being said, a standalone version of the monsters...
1 view
feels very offputting
Quick query, when creating low res textures does everyone make them high res and downscale them or is it something different?
okay so i wanna start doing some game design work
with the goal of ending up as a concept artist in an indie studio
does anyone have any tips?
should i start out with making my own game with my own low poly models?
The video was unlisted, that's why no one was watching it.
Kingpin.info -- News site and archive for everything on Kingpin: Life of Crime
New update for Gunrace KP
Really impressive shit going on in this one
@weak merlin yeah keep improving and build up stuff you could put in a portfolio
uhuh
Idk if I can really say much more
should I just draw shit or focus on making a product?
If you get to a point where you start thinking "aight this is the sort of stuff I'd expect to see in a game, this is quality" (or are already there) go for a Twitter account to share your stuff
Those can really help
Whatever you want to set out for yourself man
I do a bit of both, I've got a good idea of what I want to make in the coming years but I don't just stick to that
If I get a good idea I do it
You do you
thanks, I'll probably just learn unity and make some stuff
That's a good start
Hey New Blood modders!
A brand new MAPEDIT has been released for Blood, which brings the 25 tool very up to date...
It's still DOS but has a TON of QOL improvements, extends the archaic limits, adds brand new triggers, commands, and ability to add brand new enemies to Blood!
XMAPEDIT is made by NoOne with tools provided by the creator of Nblood, nuke.YTK. Xmapedit is an extended version of original Blood map editor with fixed bugs and TONS of new features as well as extended objects limits. It's compatible with vanilla Blood but also supports mode...
http://cruo.bloodgame.ru/xmapedit/
This new tool supersedes old rusty MAPEDIT as it has a lot of quality life improvements, lots of bugs fixed and more. Click the link and find out!
Here's some more of the voodoo you can do now
ANGLED SPRITES......
I never thought I'd see DOSBox and QOL in the same sentenxe
Next move down road is that elusive Windows editor.... But this is pretty awesome especially for those of us using Mapedit for 25 years to make Blood stuff
@unique trellis this is gonna be incredible
not a build mapper myself but seems like this is gonna net us some big maps
Brand new enemy for #ageofhell and hell has discovered pogo sticks. Oh and large flaming hammers (shockwave is a placeholder).
Getting close to a vertical slice demo! Join the Hellforge to keep up to date https://t.co/QXc3KY25ef
#doom #doom2 #gamedesign https://t.co/Mr4UHcM0...
UE4 editor programming is so much fun... who even needs documentation ๐ญ
after much fuckery, I was able to add a custom light to the light menu...
u64 goddamn lurking again
lurk
The Reverse Engineered source code for Doom 64 (the Nintendo 64 version) is now available, thanks to GEC Team!
https://github.com/Erick194/DOOM64-RE
quite poggers
what engine is this
Unreal ๐
This man not writing his own engine
screenshots deleted cause the designer wanted to polish more ๐
also @unique trellis you say that but I actually am in my spare time ๐
what little I have left
I NEED MY GLITCHY BILLBOARDS
doing a webgl game built on a custom engine that can load quake bsp files fro user made maps ๐
it will be ready in approx 20 years
how neat would that be
history repeats itself.
not the quake 2 stuff
as civvie says, "If quake 2 is the worst game your company puts out, that's not a bad thing" or something like that, but it's still not as good.
man I can't believe it, just think that in 2016 a new DOOM title came out that DIDN'T SUCK, and four years later we have doom eternal
I project a 2026 release date for quake eternal
2000AD / WH40K man vs machine stuff was pretty cool ๐
though how many times has this stuff been said
q1 v q2
Why do we all have to sit in these ridiculous chairs?
Yup.
plus it's gonna have full support for Perilous Warp, everything from mapping to particle editing and scripting
so well worth having
It may as well, since it's being made by the same guys who made J.A.C.K. in the first place. :V
They're, uh... they aren't going to keep updating the free version, are they? ๐ฅด
dont know
it'll be worth the upgrade anyway
though we've got xaerox on our chasm / pw discord server, ill ask him right now
is idtech 8 going to be a quake remake in the same vein as doom eternal
@coarse token i think theyโll just end up fusing the two together. Its pretty much the logical conclusion of wherever this story is going. Ancient Gods alternate dimensions, slipgates etc
very much doubt that will happen. I think it's unlikely that a quake remake will come any time soon.
Probably not soon, but I wouldnโt be surprised.
@lean gyro only the steam version is gonna support PW mapping / modding
Seems like there'll be a bundle of JACK and PW later as well
I'm more interested in HL1 and idTech mapping.
yer
https://steamcommunity.com/sharedfiles/filedetails/?id=2291510016 modded the HL1 SMG into Maximum Action
Only the best
new map wooooooo
map is finished but it's gonna be two maps long
for a doom wad contest
Don't know why I thought the weapons looked like Ashes Doom weapons
hey I need some help with doom mods can anyone help?
there's an issue with gore mods overlapping I think
check with the mod db page and ask in the comments there, we don't even know what mod you're using bro
I passed up a doom mod online now I can't find it ๐ข
I saw the thumbnail and didn't click... its called Doom XP or something (not Doom Exp)
looked like an insane amount of xp pickups upon enemy death
not a mod, but a project im working on
being able to fire upside down like that in first person is something I'm not sure I've seen before
looks promising!
great stuff ultra, can't wait to see more
Oooo it looks like it's improved a lot since I last saw it.
Keep up the good work.
Thanks all ๐
maybe try dusk? :P
Continuing a train of thought from #ultrakill where they had an E2 recreating the coin toss ricoshot trick, now that makes me wonder how well itโd pair with darkenโs scifi guns in gmod. Pulsar sniper in particular.
I'm releasing a version of my Blood project this weekend woop woop... Pretty excited. It's not full realized but it's better than the 20 year old version sitting on ModDB and other places!
Once this is out, next step is adding new enemies and polishing some levels... Excited to get out some of the work for folks to play.... Again!
ultrakill movement gmod mod
or e2
this is 
i want to clap some kids in sandbox v1 style
+DISRESPECT
+DISRESPECT
+PARRY
+PROJECTILE BOOST
+GROUND SLAM
+SECRET
+YOU'RE GOING TO SUCK, THIS COCK, CLEAN!
+RIGHT NOW
+YES
+YES!
-FAIL NNN
Are you okay
classic
I did funny meme texture in cybergrind
Fuck what do I wear to the ball? Super shotgun? Minigun? What matches my cloak best???
#ageofhell #doom #doom2 #sexynomatterwhat
A new age is coming ... an Age of Hell
https://t.co/QXc3KYjGCP https://t.co/mUmxANoGr7
The amount of work there is highly commendable, I don't think I'd ever have the patience to do every weapon for a player sprite set any day. Great job!
More than a handful of Doom modders are guilty of overusing Entryway, specifically the outdoor section, to demo off gameplay features or otherwise.
So, I took today to make my own "Entryway Backyard" but for TTech. You'll be seeing this location in the future for tests!
#TTLand https://t.co/uHYTxPq00U
do you guys know the key for blood gui
In today's episode of bad ideas:
https://twitter.com/AlphaEnt_2/status/1330696096297967617?s=09
Also, now have an estimated release date for doosk monsters:
December 10th. Anniversary of both dusk and doom.
Nice!
Woooo
Hope we get some cool maps from Doosk monsters
||might just drop trenchbroom & sdk entirely and move over to UDB & Doosk
||
In my continued effort to add more value to System Shock 2's Repair skill, I added a broken Power Station to the Rickenbacker. You'll need to repair it before you can use it
https://vimeo.com/482522156
There wasn't a single Power Station to be found on the Rickenbacker, until now. However, it's broken, and you'll have to repair it before you can use it!
some of this stuff feels like if you told me this is in the original game I'd go yeah sure looks legit
warning, volume is a bit loud https://www.youtube.com/watch?v=ogxdEYgSogA&feature=youtu.be

Dude that looks sick
Just had to complain about it publicly to solve it, never mind.
That is typically the best way to do so
In other news, I made a rudimentary "mood" system for monsters!
Just added a few "mood" properties to the Actor for the game to keep track of and check.
MoodFight, MoodAnger, and matching "thresholds," specifically. MoodFight and MoodAnger can be added to or subtracted from in any state, and friendly and hostile variations of states can be called upon depending on those variables.
Right now, I have a friendly Pinky that gazes longingly into your eyes when it sees you, but if you keep shooting it without killing it, the anger and fight levels rise with each pain state.
Once it crosses the set threshold for fight, it switches over to hostile states. After reaching the anger threshold, its attack rate doubles.
Now I just need a way for the monster to know who's attacking it. I don't want them getting pissed off at the player because an imp is wailing on them.
I think it might require custom weapons too. ๐ฐ
mood isnt used enough for npcs imo, it sounds like a good way to power interesting behaviors
like sims but instead of like wetting themselves or unleash special attacks
ultrakill enraged but is doom ๐
Should add a "fear" variable.
Each enemy that dies within range of someone increases their fear level. The more you kill, the more they freak out.
If they do damage to you, the fear goes back down.
After a certain threshold, they hit "panic mode" and just run. :V
Now that I know it's possible, I need to actually write out some kind of plan for this.
3 weeks into my new CSGO map
Layout is nearly complete and now itโs starting to get arted
I was using Trenchbroom to begin the process of making a Custom Quake map and I got pretty far on making an area I had sketched out and it crashed

back at it again @rustic holly
fantastic lighting setups
@main chasm there should be autosaves right?
havent loaded up one from my maps myself but theyre there
It usually does, but I didn't save it prior so whoops
It crashed when I was making a statue lol
Is gloomwood going to have mods ?
probably not
Why? it would be a great addition.
which would take years to implement
Years? Dusk has md support and the game didn't take that long to make. It's not like they have spent 10 years to make it.
dusk's SDK has been in some form of development since 2018
Still aint done btw
The SDK as you all now know it was largely developed in late 2019
not even close
things like modding support and multiplayer are massive projects for a team our size to undertake
Prior to that it was a lot of experimentation and research
we'd love to add these features but we do need to pick and choose which games we do them for
Oh, so will basically have to code gloomwood from scratch if they have mod support?
No, Gloomwood's been somewhat designed with it in mind, in the hopes that we could do something eventually
But there are no guarantees
Right now the focus is making the game
ok thanks.
whaddabout ultrakill ๐
yep 1.0 comes first
any bonus features get discussed after the core product is complete
ask again after UK leaves early access
amid evil is complete
alright i'll stop
Our UE titles are definitely the least likely to get any form of mod support
lmao yeah figured
AE is not complete. there's a major expansion pack in the works as you know 
oh yeah i forgot
What about game modes? Do they take long to make?
that largely depends on what kind of mode it is
things like endless modes are fairly straight forward
For example a horde game mode for gloomwood.
You also have to make big maps for it right?
aye, but in a lot of cases assets from the main campaign can be reused for it
like the cathedral endless map for dusk i guess_
I haven't heard about that.
I kinda wonder if E1MS2 could be repurposed as a larger endless map
the swamp level?
Yeah
that would be seeck
E1MS2
A "Guns blazing" game mode for gloomwood would be hard to make?
Give the player all of the guns, way more ammo, more enemies and let then let the player finish the campaign.
so easy mode?
that could pretty much be done with cheat codes
Are you going to have cheat codes in the game?
There already are cheat codes
You can enable the console using an .ini file in the game folder
Can you have infinite ammo?
I'm not sure if that's available in the demo but I'm pretty sure that cheat exists now
I have a passing interest in learning how to make custom maps for DUSK, but I'm not sure if I should start with Trenchbroom or just wait for some official tools to get added to the SDK, thoughts?
map editor wont be made specifically for dusk, that why several bsp formats were adopted so you can use whatever existing map tools you like
but you should ask about that in #dusk-modding
most ppl are probably more familiar with trenchbroom
in my experience its quite easy and fast to get used to it
Trenchbroom is fantastic
That's basically all you'll need for most games with levels built dusk's
Cool, thanks for letting me know. I figured I'd ask in here since it was a more general question.
I'll look into getting Trenchbroom set up.
steam guide I made
Sick, will read
Last night i downloaded arcane dimensions for quake and holy shit, guys
Its so well made
yeah it's really good
Another look into what's going on with Sprawl development, featuring our new enemy type based off of Spot โค๏ธ

I burnt that poor hacker to a crisp
He's dead, Jim D:
great atmosphere!
thanks, i'm a bigggg fan of 95 GITS, dont know if you can tell ๐
Ay lads im just casually making a boomer shooter like ultrakill except no texture warping, has actual health items, and limited ammo. Its theme/story? Well, your a demon, a dark demon, and hell, your home, has been invaded by some shady lil corparation, and its not UAC, its DRC, Dimension Research Corparation. And they're killing everybody, because its hell, Why wouldn't you wanna destroy hell? Anyway, one of them starts trying to shoot you, with little success, and you kill him and accidently step on they're gun, the G-LOCKHEAD 18, you pick it up, and you KNOW what to do, Rฬตอฬ ฬทฬฬฆIฬทอฬ ฬถฬฬฟPฬทฬฬบ ฬดอฬ ฬดฬอAฬธฬฬ ฬถอฬชNฬธอฬ ฬธอฬDฬดอฬ ฬทอฬ ฬทอฬTฬดฬอ ฬทฬฬEฬตฬฬ ฬถอฬAฬถฬอ ฬธฬฬRฬดฬอ ฬดฬฟฬ ฬถอฬUฬทออ ฬดฬฬNฬธฬฬ ฬดอฬTฬทอฬ ฬตฬฬฟIฬดอฬ ฬดฬอLฬตฬฬ ฬตอฬ ฬธอฬTฬธฬอ ฬถฬอ Hฬดออ ฬถอฬEฬตอฬ ฬตอฬYฬถอ ฬฟ ฬธอฬ ฬทออAฬดออ ฬทอฬRฬดอฬ ฬถออEฬตออ ฬตอฬ ฬทฬฟD O N E F O R. You jump through the portal, and the ripping and tearing begins.
(Rip and tear until they are done for.)
So how you guys like it?
Also im using unreal engine 4 with the voxel plugin, and im kinda new to it
And i mean the engine
what?
my brain's hurting trying to comprehend this
really good mods & projects here get attention from like 30 people at most
and you've posted the equivalent of a fanfic in here
do you even have any work on it? is it at least in alpha alpha alpha? no screenshots?

oh that was an..... interesting... read..
V-V1 kun~"
stop
What are you doing V1 kun...
STOP


I just kinda wanted to tell some people about it...
Oh yea...
game development takes a TON of time and resources
Hmm...
yeah solo dev takes like, multiple years
I think im gonna make some consept art
just look at USM, it's been out for 4 years now and it's been programmed by 1 guy
zag got some others working on the art and animations but most of it was purely him
"USM"?
unfortunate Spacemen
you'd need quite a bit of money for that 
wait what
well if you're gonna set up a studio
you'll still need some money
to keep stuff running
I was actually just thinking of a small studio jebus
with no pay?
well with only one guy, you can forego that
but anyone working with you full-time on it would need actual salaries
Well thats a problem
and it can get expensive 
also what does forego mean
basically means you can do it
Would anyone know how to load up Arcane Dimensions for Quakespasm/Mark 5 sourceports?
@main chasm you need to run from the command line with the argument "-game ad"
Or open the console in-game and type "game ad"
Are you sure that it would work through the console?
I don't know, but it seems unlikely to me, since it basically requires a game restart - why would they bother adding such a feature?
but, uhhh,
Does it?
No I just said it for shits and giggles xD
@indigo olive It says it failed to launch autoexec.cfg
how did you extract arcane dimensions into your root directory?
there should be a folder called ad with all the files in it
next to the id1 folder
Recreating a skulltag map from scratch because i'm not that sure how redistributable those maps were.
Also, low-quality video, i was out of data and video is unlisted.
Very cool!
In case anyone is curious about upcoming december doosk update.
Monsters, bugfixes and more :P
fuck yeah
been doing experiments with HL1 difficulty tweaks. has resulted in a medium+ difficulty that buffs xenians to be in line with the hard difficulty as well as having the hard battery and HP values on medium. Human grunts are the same as medium as they are more fun with the normal amount of HP and damage values.
drop this in the half-life\valve folder. make a backup of the file to see original values/revert to vannilla. you can also instead just validate game files through steam to revert the changes
balanced for the vanilla HL1 campaign.
TLDR is it makes meduim have harder xen monsters and HP and battery items/chargers give less
Sounds fun, grunts can be too bullet spongey on hard
Just point and click their heads with glock

"I have no ideas for this map pack and have very little map skill, but trust me, I'm doing a map pack"
It hurts, because I remember a time when I did stuff like this quite often
probably at least 4 moddb pages deleted
Welp, have two examples of some maps i've made.
Both in one day each.
So, i've decided to sketch as many maps as I could withing the lapse of one week. Managed to do 5 maps.
Used custom textures based on "nekroturge's dev textures", then modified them to my own taste so i could focus on map layout and gameplay instead.
Attempted to create a map with several sector heights and lightning intensities.
Also, attempt...
So, back in august i've decided to sketch as many maps as I could withing the lapse of one week. Managed to do 5 maps.
Used custom textures based on "nekroturge's dev textures", then modified them to my own taste so i could focus on map layout and gameplay instead.
So, i've decided to make some experiments with sector heights and platforms. Th...
Of course, they are unfinished, but they're playable on the current build of doosk. Just never mentioned them.
What other secrets is doosk hiding?
There is a document online with some potential idea i've wrote for a campaign, but can't access the files right now, as i need a computer to access the web site.
(Page won't run on my cellphone browser)
I mean, i wasn't an idea, it was 5 of them, as in a brainstorming.
what is your technique for speedmapping?
Use dev textures to save time texturing and start making room after room, then put a switch there and there and see where the movement flow goes.
Then add some monsters and weapons/ammo and test the action.
I mean, i really have no idea. Literally did those maps after 7 years of not mapping, so the whole purpose was to break the curse of not mapping.
I do know how to balance monsters/ammo very tightly, but other than that, my maps are mostly square-like.
The speedmaps ended up nice, as I didn't had to worry about textures or themes.
i can't speedmap at all ๐
I find doom level editors hard to use
always end up running out of time
Ultimate Doom Builder's the one i use & most people use
I use gzdoom builder bugfix. They're practically the same and i see no major difference.
can gzdoom builder export wads that chocolate doom and other purer sourceports can run?
yeah
UDB is a continuation of gzdoom builder so there's not a big difference
I have a map I made for a doom mapping jam
I think so, as long as you set the map format you're making maps with.
does UDB have a linux version?
ooo
shitty trim in doom
you get multiple textures on 1 wall but this is a pain to organize & you cant see bullet holes when you shoot them
you can make the process easier with stair sector builder too
@unique trellis is this a gzdoom exclusive thing or can it be done in vanilla
unsure, it should be doable in vanilla though
i'll test real quick
If its doable in vanilla bullet holes dont matter
doable in vanilla but the puffs don't show up
Im suprised
This is pretty cool
I want to know how this displays in chocolate doom
because ive never seen it used in a vanilla wad before
I dont think
in vanilla doom, there are no bullet holes or decals of any kind
a limitation of the raycasting technique
but sourceports nowadays dont usually really use raycasting
they reproduce the geometry with GL triangles
i dont even know if modern sourceports do the same rendering clipping as oldskool doom did
@white sage i was talking about the multi textures
can you do multiple textures on a single linedef?
I thought you had to make a tiny sector
The rendering clipping often becomes a hall of mirrors instead, unless the sourceport have an option to toggle hom off.
Also, have you tried tomark the textured wall as impassible? Or toggle something decal related on/off on linedef properties?
yup
yup
it's just a tiny sector that you can't enter
hall of mirrors?
are you talking about the portal rendering algorithm?
Render linedefs in current sector, render connecting sectors...
is mirror reflection rendering always going to be just rendering something twice or is raytracing going to invoke black magic someday
does anyone in here know how to make a two sided sprite in unity?
forgive me if I'm stupid and confusing sprits with something else- because I'm not a graphics guy by any stretch- but couldn't you just have two identical sprites or have one that rotates in order to face the camera
what's the view of your game like
yeah a sprite is by definition one-sided only
you would want to swap it to a different sprite that suits the perspective based on the cameras position relative to the sprite
couldnt you render a sprite with backface culling off?
unless you're using GL_POINTS sprites
it's a 2d game in unity and i have two different sprite sheets for both sides of the character
and yeah i could just flip him but thats not what i want
@white sage i'm not using a polygon based sprite
@keen bear any advice on how to do that?
what do you mean a 2 sided sprite in a 2d game? You only see one face in a 2d game
think he's talking about two different sprites, one for right one for left
and not just having one sprite flipped
sprites usually point directly at the camera.
You could change what sprite it's displaying depending on the viewing angle (like doom)
This is called a "billboard"
Yeah I would just go with two sprites then, idk what else you would do. I'd need to like see what you're trying to do
use one sprite and change its texture based on viewing angle
no it's not in a 3d space
at what point do you want the sprite to not be the current sprite my man
is it based off what the player is seeing?
then why is it relevant what is rendered on the back side?
one sprite is showing the left side of the character and the other is showing the right
can you post screenshots of what you mean
Two sprites, one for the left side, the other for the right?
yeah i'll send the sheets
nevermind it won't let me
why is the option to post pictures not here?
oh you havent ranked up yet
ah
DM me the screenshot of what you mean
aight
i'll link it here
okay
so explain to me what this is supposed to do
is this an idle animation?
wait
do you want to display flipped versions of the sprites?
so that you dont have to add flipped versions to your spritesheet?
I got an idea
we need a nekopara themed doom wad
i offer infinity plus one dollars
replace the demons with catgirls
plus sound replacements
the catgirls have to scream when they die
just record a cat screaming
perfect
so hdoom 2
whats hdoom
what the fuck
there are doom porn mods
whomst'd
bro no i wanted to shoot catgirls
Top ten photos taken seconds before disaster
hehe

zrift?
