#general-modding
1 messages · Page 69 of 1
it will make a fine addition to my collection
ah nice!
ive never made a mod before so
i wanna learn how it
*to
i also want to make a one woman immersive sim :
inspired by system shock, Prey, dishonored
some fuckin' uhh - dark souls/metroidvanias
on xray engine? closest to immersive sim is just CoC, a dark souls style game in xray engine would be wonky as fuck tho
nah just like
the stalker mod and immersive sim are seperate
the immersive sim is prob gonna be unity
but yeah i have an idea for a stalker mod (some basic needs like food, sleep, stuff like that) and i just meed to learn the systems
I am compiling quake map but this shows up and wont allow me
How do you even mod stalker?
Like do you have to download something to do it
Or is there something already downloaded in there files
oh sweet, thank ya kindly!
For stuff like actual scripting, which is what most mods are, you're going to need some solid basic knowledge of programming.
and then you basically... just edit scripts and add your own code where appropriate
For map making, there's a Call of Pripyat SDK out there
but anything beyond placing already made stuff, you'd probably need some modeling capability too (for buildings and terrain)
it's a lot of work to get into, and there isn't a lot of help out there, or documentation
If you get actually serious about it, I suggest finding a nice active STALKER modding forum, or at least peruse through dead STALKER forums
Actually, this old GSC forum is probably your best bet
@eager hollow
Sorry to spam you w/ stuff, I just kept looking some more
Ah ok
SoC is going to be quite a different beast to mod probably
hm
for someone who's like
never delved into game development before
where's a good engine/moddable game to start?
probably don't make my mistake and start with unreal engine
work on something smaller, like with game maker or hell, just make a half life mod or something
start really small
that's what im sorta doing
half life mod
like, i know what i want to make?
immersive sims and shooters
maybe some RPG stuff on the side but
i know the kinda games i wanna make
it's just finding an engine that's friendly to beginners
yeah I know we all feel that way at first but you drop a lot of time working on all this cool stuff and it gets going but then you hit a roadblock and forget about it, and wonder why you couldn't finish the project. that's what usually happens, especially if you don't have multiple talents like 3d modelling in addition to programming skills
trust me homie you wanna start real small
unity if you want to drop right in
I don't regret starting with a major game engine (I started unreal like 4 years ago), but just beware it's a lot to take in
but I hate unreal so my recommendation is unity
if you can code you can do a lot with unity already
i cannot code
In that case, you should probably start by learning a programming language. If you are interested in Unity it uses C# and Javascript, iirc interchangeably? To that I say C#.
ah okay
Learning a programming language will teach you a TON about game design as well, eg object orientated programming
I've never modded source, but there are an extremely large number of guides online
correction- gold source
ah sick
If you are in school still, see if you can get your school to enroll you in a course. I took c++, Python, and C# during highschool and they were by far my favourite courses
let me see if I can find my c++ course- I enjoyed it the most
found it
might look and see if they offer any game design courses
In my experience colleges offer less in the way of game design and more general software engineering / computer science type stuff; it's not until you get to like third or fourth year that they let you specialize
the course above is free, and I learned a lot from it, highly recommended.
ah damn
ill book mark it for later
rn im trying to get trenchbroom/the goldsource sdk to work
I think the goldsource sdk is in the half life files
Also if you ever want to use source I’d recommend watching top hat waffle
top hat waffle?
Okay
@coarse token unity dropped JavaScript a couple years ago
Also oop is falling out of favour with gamedevs dues to poor cache and branch prediction performance
Unity and unreal still have it as the main paradigm but data oriented is taking over new in house engines
I don't believe that oop will be phased out, because it's simple to teach
It won't be phased out but I think the current state of things where it's all you need to know will not last long
Unity is making a huge push for data oriented tech yeah
while their DOTS tech isnt fully complete, or hell, even what i would consider usable, it is under heavy development
That is debatable, it is simple if you wanna do a couple things and stick to basic stuff.
Professional object oriented programming is very rigorous and relies heavily on meticolous specifications.
Personally i do not like it and enjoy mixing class usage to create well delimited entities and data oriented programming the way C++ allows.
I find the way Java and the like force you to use classes for every single thing to be insofferable
"Oh you wanna make an array of references to functions? Well too bad you will have to make a wrapper class that contains a functions that is overriden by all inheriting classes and only then stuff them into an array"
And don't get me started on how enums have to be classes instead of allowing you to possibly use them as aliases for integer values.
i might mess around with stuff like the build engine
i honestly just wanna make immersive sims, boomer shooters, and weird stuff
if you wanna start build engine might be the last place where to look.
Build Engine is very antagonizing on a code level because of the age in which it was conceived and the fact that it has not seen as much source port advancements as for example Doom and Quake (the latter being already a much more polished engine in the first place compard to its predecessors) and from what i have seen the modding tools are somewhat "make fire with a stick and a piece of paper"
ah yeah, makes sense
i don't have the quake wads and SDK but i do have Doom
and the doom map editors are easy to use
While i have somewhat detached myself from Doom modding I would suggest trying some Doom modding if you have no real prior experience and then scale it up taking on more advanced and complex projects
Or just go full on unity and unreal and then if you gain more confidence and want to make your own thing move to pure C++ based on some starting libraries such as SFML
yeah my whole thing is like
learning an editor and stuff without having to worry about models in the beginning
im gonna use unity
found an open source FPS camera, might look into adding leaning but
it's a start
I suggest you consider buying a C# book such as this one since it seems you have no prior experience.
http://www.albahari.com/nutshell/
That is unless you do not care about the possible risk of writing terrible code that only runs by accident.
i'll look into it!
C# is a generally friendly and intuitive language to learn, so it should be somewhat straight forward to get into
hm
i guess i need some advice - i've found that i work better in like
working on a project rather than just doing tutorials
so when it comes to game design, do i just
start with a small basic game and work my wayup
If anyone here has experience composing and doing SFX, I need ya. The composer of my project just vanished into thin air and the project is planned to release in a month. Type of music would be something like a retro darksynth. A requirement being you can show previous work and can decide upon a good sound for the game. Project is paid
Optimally, you would do just that. A major thing to learn is how much you're capable of doing. You do just that amount, learn, study, renew.
Don't forget that game development is a branch of software development. Software development is big and complicated. Game development and programming is no easy thing to capture, but you can do it when you devote yourself to the problems and challenges.
@robust bolt yo I know my game's soundtrack won't work with your music but maybe this guy's will
hm
feel like i have an idea for a game
but, not sure
it'd basically be stalker
but, why noty
i ramble a bit so apologizies in advance but it's related
i think i could attempt to make a quest mod or two for stalker
It’s okay
Also I have priest now
So that’s neat
nice!
Kinda surprised you don’t have rat yet
no idea tbh
It doesn’t really matter ig
pony pfp
Where
i see them
konrad sees pony people
Konrad is a pony person
can't send an image but
i somewhat figured out how to get a sprite in the UI on unity
now i just gotta animate it and add some code for damage and boom, i got a wrench

even if i end up making more of a "retro shooter with quests"
i still want that system shock influence to be there
so i might make like
hm, maybe a trello or somethin'
get all the base mechanics down, then work towards a demo of the first episode, old school style
lemme know if i should delete this but - are their any good discords/communitys for retro fps design?
like i know there’s this one for games but if someone wants to make one
not that I'm aware of
There's this and then the 3Drealms discord but I don't think they have a dedicated modding channel
ah ok
im in the nightdive disc. as well but they're more so focused on the games then anything
this channel is more like "gamedev-general" at this point lol
won't lie i have no idea if that's a good thing or a bad thing
"It's all about presentation" - Gwyn.
One of the key focus points in Selaco is having a highly interactive and animated world. This extends to things like light switches in most rooms, window blinds, machines, and almost every voxel you come across.
#GZDoom #RetroFPS #indiedev https://t.co/PW3DZm5c8B
that's so cool
I hope there will be minimal usage of voxels.
Every little cube of voxel "models" are rendered as their own model in GZDoom and when there are more than a few on screen you can kiss your FPS goodbye
So the tags say
We dont use .kvx for our voxels, we convert and optimize them to .obj to save up on performance. Keeps the voxel look intact without the KVX crap
As for 'minimal usage', we have 150 voxels right now and still have a massive list of things to do 😛 Given their tier-based destruction, every voxel has like 4-5 versions going for it.
I did convert voxels to models 2 years ago, it performed even worse
Sorry to say but then you converted it poorly 😛
Compared to using KVX our framerate went up immensely after converting
Did you do something extra other than using the plugin ro convert them?
https://cdn.discordapp.com/attachments/636991943326433298/780878511862710323/unknown.png
If you convert kvx to obj manually, they end up like this
yeah i know
Qubicle (love it or hate it) has a smarter algorithm going for it that cleans it up properly
I fiddled a bit with whatever it was that was suggested to optimize square models but did not get much better results so i stopped
Decimate perhaps? It has been too long ago
In the end I did not care to spend much time in Blender so i stopped
No need, because if you export it using Qubicle they end up like this
No more eye sore!
It was for a plugin that is no longer in development.
I'll keep in mind for the future but as of right now i no longer work on those things
maybe i have some images of what i did
I was rather proud of them at the time
I think they still look pretty good
The armor was such a pain
Actually they all were a pain, the only one that only took me an hour was the shotgun
Only took me a hour and a half
Those are some great sprite conversions! So I assume you did work for QC:DE?
For some time I was the guy making most plugins for QCDE.
Ended up making stuff that made it in QCDE itself, which got me to be credited as part of the team
I did voxels, wrote all the lore, some gamemodes and some other stuff
unrelated note: didnt your pfp used to flip the bird?
Not sure if my writing is really industry worthy but a guy on the team with design knowledge made a badass manual
christ I'm fucking up my typing even more than normal
The cat of the pfp does flip the bird but cut it out, I just like the smug expression
It was a drawing I found on a trip to Berlin, which I later found out to be a demake of the Las Vegas book thing
@unique trellis pologies for the ping, but what did you use to make those models?
MagicaVoxel
It's free and it's good
I also used another one which had a function to automatically removed the cube that cannot be seen from the outside but I forgot the name of that
oh sick!
i might check it out to see what kinda stuff i can make model wise
wanna build my own game so
I work with fgsdgs and borion. They use a wide range of different Voxel tools (Magicavoxel being one of them) since they each have their pro's and con's. They gave me a massive breakdown about it once. I can DM it if you're interested and want to get into voxels.
ah okay!
i'd appreciate it
im trying to figure out a visual style for my game and so far i've just settled on "pixel art doom style"
but that isn't very definiative
my approach to voxel programs is simple.
As long as i can put cubes and it's not SLAB6 they are cool
...and it's not SLAB6 they are cool
I always get a strange cold sensation over my body when someone mentions SLAB6
And its not a good one
SLAB6 is a leftover of the dark ages of game making
Tool making at its absolute worse
game dev hurts my head but im figurin it out
Desert Eagle and AA12 in high resolution, in-game footage!
Also kick
#retro #fps #videogame #indie #indiedev https://t.co/ydD1XeeIm9
Programming for someone's game.
sorta made my first doom map
didn't add any enemies yet but
do kinda wanna make a WAD based offa the evil dead 2
Dude holy fuck that looks amazing
Such smooth animation
Love the Desert Eagle
Great sounds too
10/10 work

Are you okay
never
epic game reference
Spiders still weren't scary enough in my SS2 AI Enhancement mod. So I made them even scarier
https://twitter.com/RoSoDude/status/1358144052068311042
Mmm... the player knows that Spiders can still be backpedal cheesed... won't let them undo the work I've done... mmm... wired up a surprise for them... anybody installing SS2 Scary Monsters v1.01... will feel sorrow... so much sorrow...
#screenshotsaturday #systemshock2 #Modding https://t.co/bc0sQbF1Rq
oh shit system shock moddin'
Here's a video demo for the first version (some has changed a little since, but gets the point across):
https://www.youtube.com/watch?v=gu_UGpkUZwQ
System Shock 2 - Scary Monsters AI Enhancement:
https://www.systemshock.org/index.php?topic=11575
by RoSoDude https://rosodudemods.wordpress.com/
This is a standalone AI enhancement mod, intended to redress some of the cheese tactics that allow the player to declaw enemies and make them less scary than they should be. The core identities of eac...
The idea with the mod in general is to redress cheese tactics that allow you to declaw the AI and bring back their initial fear factor
The first version focused mostly on reducing melee cheese
A lot of enemies could be backpedaled infinitely so they never attack, and others were too easy to lock down up close
Now there's a greater emphasis on dodging and weaving, upgrading your stats, maybe... considering guns sometimes haha
The identity of each enemy is still the same
yeah the little bit i've played of SS2 is just
but they're better at doing what they're supposed to
I also have a couple other SS2 mods. One is a massive balance overhaul to bring weaker skills up to par, and the other makes cameras activate the alarm when destroyed (unless you hack security first)
that's a cool idea
i still gotta play the game but
it sounds like something really cool that you're cooking up
Thanks!
i'
*i've thought about looking into making fan missions for SS1 and 2 but
no idea where to start
SS1 is a brave new world, only 2-3 FMs for it. I'd start here:
https://www.systemshock.org/index.php?topic=9476.0
This thread is about a new video series I started. The video series describes various capabilities of the engine from the original System Shock, useful for creating fan missions with 's the playlist on YouTube: a further bonus, the series creates a museum mission that features rooms dedicated
As for SS2, there are a ton of community resources on mapping for Thief/SS2 which I could link you
I'm not a mapper myself so it's not stuff I'm intimately acquainted with (though I do use the editor a lot to browse the object hierarchy and test edits)
oh sick!
i really like the aesthetic of SS!
*SS1
plus i'd like to make custom enemies
but at the same time SS2 seems to have more uhh
support and ease of use when it comes to modding
Yeah, SS1 is opening up more now thanks to NightDive releasing the (mac) source code, the EE sourceport having a bit more mod compatibility, and community tools like dertseha's
yeah!
i was actually asking around on the ND server about stuff
i mainly wanna make like
my own immersive sim/immersive sim-esque games
more so bioshock since that's a bit easier for a one person team
but
The hour is late
I've taken my pills
I'm back again
It's time to shill
I doubled the movement speed of my player pretty much in every regard. Finished redoing my AI systems entirely, and otherwise have just sped up the game significantly.
Not sure why I decided to make it slower in the first place
Fast == fun huehuehuehue
Get To The Orange Door
not me
@deep wadi
i too have a game to shill lol, but dont wanna step on lhns toes. will post later
hopefully soon, i myself will have one
sweet!
i've seen your development for years now, it's been really cool seeing it evolve and develop
It's definitely starting to get good for sure
makes mesmerizing gifs for sure
what engine are you using?
Swag engine
https://streamable.com/4s1ns7 been fuckin' around with unity - ending up with a pretty neat little concept thingy
debating the merits of handdrawing all enemy sprites
Nice hammer
lowkey? it's supposed to be a rough approximation of a fire axe
but i might just change it to a pipe or a hammer
Is there a method to export DUSK maps to Left 4 Dead 2 bsp format?
Tried messing with rtx reflections. Pretty subtle but neat https://youtu.be/-NU2S8dztjg
hm
need some like, game dev advice
is it worth it to make a blog/seperate yt/twitter for a project?
If it sounds fun and you have time go for it
rad!
(Doosk update coming feb 14th)
So, it's been almost a year since i've released the first public version of Doosk, so i'm doing a mainteinance update to fix some of the issues from the last update.
Mostly, some multiplayer bugfixes and monsters nerfs.
There are 2 new singleplayer mutators being added, one of them modifies how you obtain the soap...
love everything I see about this game

I made this, using a real picture as a model .. the paper sticking out is kind of hokey but I'll fix that. I'm pretty proud of it, it's an important part of our Blood projects story.
the guy making all the voxel oaks for blood, ion fury, dark forces, etc dzierzan, is helping me voxel several sprites for this
e
Tons @polar basin lots of multi level episodes, weapons mod stuff, etc.
You can now add new custom dudes too, which is mind-blowing to us old timers
All with no source code still after 23 years
that's really cool!
This is our modern Mapedit tool... Still in dos, but has features even modern editors for games don't.
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 modern types for Nblood. Xmapedit still requires DOS or DosBox to be start...
done with the hud, now the powerups will show on the right of the player's hud, and ammo and weapon type on the bottom
HEY HATSU
FUCK YOU
YOU TRAITOR
Anyway
Decided to record myself playing the level while I was testing some of the mechanics in it because it's honestly fuckin' hilarious how fast you can go once you have it down to muscle memory.
hatsu more like
no
pissu
We're finally taking some time to do the first audio pass on some of the games areas. It's amazing how much of a difference it makes and we've not even gotten stuck into it yet!
Planning on adding environmental processing in future too, alleyways will reverb, open spaces will crack etc etc, in theory ^_^
hell yeah
sound is the second most important part of a game after the gameplay
agreed!
spending a lot of time right now on audio, it's what I do for a living so it's been the most fun.
pretty impressive, damn I envy the talent that probably goes into making all that work.
looks good to me
Thanks
Neato
Oh and this is for my upcoming CSGO map
Game dev.
Gun goes shoot
Indeed.
wip giant robot
final look of the robot
He look like among us yellow imposter
no u
Thanks, yeah 👍
Good bye pitchfork.
Hello beheading axe.
Also, where's that Dali guy?
did not expect to see this referenced in a blood mod lol
THE
Bloodlines?
Lol
No vampires in this one
Though one of my kids thinks the madmen look like them
Yep
Old man me is trying to finish what teenage me helped with 20 years ago.. with new and old Blood community helping
It's being playtested if anyone's interested before release
I mean it was supposed to get a sequel, but idk what happened to it. Haven't heard news on it
Has anyone been able to get Trenchbroom to work with the macOS build of Dusk? I have an M1 Mac and Dusk still runs fine, and Trenchbroom boots up fine, so I would like to start learning how to map. Hopefully there's a way to accomplish this on Mac? Bc I think the Dusk SDK is still only for Windows right?
dusk sdk is windows only for now yes
so you would need a way to run windows apps on your mac
vm, etc
where is that from?
Testing doosk on q-zandronum, a fork of the zandronum sourceports that adds a bunch of bugfixes and incorporates quake movement into the sourceport.
The patch won't be available for feb 14th, but perhaps in few months after further tests are completed. https://t.co/2TquJHmqzt
player looks a tad short
More in-game footage: MP5K (plus akimbo) and China Lake grenade launcher!
*Using the Hellbound map pack for testing, highly recommended.
#retro #fps #videogame #indie #indiedev https://t.co/8YbYx8j4aL
long time since ive been here.
Testing weapon feedback and destruction.
Our artists have made many different variations for each object to ensure that the aftermath of each encounter is palpable!
#gzdoom #indiedev #gamedev #screenshotsaturday https://t.co/NMF9biznPu
medium-to-long shot here; anybody experienced with save game systems in ue4? or know anyone who might be? I've been wrangling with it for like 2 years and it's really putting a damper on my games progress
What kinda save system are we talking here?
the game's an FPS, has checkpointed saves through mostly linear levels, fairly basic inventory system. we have a save system plugin in place but a free one and it's crashing out a lot.
Enjoy valentine's day with a new Doosk update.
Nerfed monsters, tweaked multiplayer behaviour based on feedback received during last doosk tournament, more mutators and some bugfixes...
Standalone monsters also got updated.
Full changelog in the comment section (and inside the download)
https://www.moddb.com/mods/doosk-aka-dusk-weapons-rip/downloads
Browse Doosk (aka Dusk weapons rip) mod for Doom II files to download full releases, installer, sdk, patches, mods, demos, and media.
For anyone who has been following us, SPRAWL now has a steam page ^-^ https://store.steampowered.com/app/1549690/SPRAWL/
Escape the walled city and take on the militarized government of the sprawl. Fueled by the blood of your enemies and a mysterious voice in your head, make your way towards the spire to topple whatever lays within.
TBD
neat
no meat
interesting, appears to be excluded from searches on steam
it literally went up like 5 mins ago, it might take some time to show up
it took like 3 minutes to appear on my side, after I hit go live it was still redirecting me to the homepage for a while
I hope that is the case though
Some gameplay footage for ya'll 😉 https://twitter.com/SprawlFPS/status/1361022512914698242
Finally doing some early gameplay tests with the grenade launcher which will be one of a few end game weapons. AI is still in development but this is still a total blast 😉
Oh, and wishlist us on Steam 😈: https://t.co/NBnmqoueuJ
#gamedev #madewithunreal #UE4 #Cyberpunk #SPRAWL https://t.co/NobfEWxqAH
Looks satisfying 👍
My nade go DONK
i was about to ask what makes sprawl stand out from the rest of the retrofps's
now i see what
v.neat
yeah that actually looks cool
Ayyyy ❤️ More to come, the whole arsenal will have unique mechanics that seperate them from the usual archetypes 😉
Definitely has come a long way.
It's nice to be showing people what we've been hyping the game on internally, there will be a lot more raw gameplay footage coming as we go as people seem to appreciate seeing that more ^-^
yeah looking much better, will be watching to see where you go
Wallsliding and a grenade launcher 
man those explosions 👍
@unique trellis here
This link will lead you to videos of my mod. 😄
Posted earlier in this channel.
really cool
👌
maybe it'd be fine to have zombiemen die in two voltride shots
They got their damage values all over the place... so a reduction to 40% was still gonna come up fairly OP in my mod. 😅
I mean, my Super Shotgun there can deal a maximum of 480 damage per shot.
But then again, I used DOOM (2016)'s Imp as reference (it had 150 health, reduced to 40% = 60 health, which is its standard health in the OG Doom games).
But yeah like I said... zombiemen are super weak. 🤣
it's just that overkill shouldn't be too easy
with a 5x multiplier an overkill would be 250 damage
if you want a 5x multiplier then yes
So then it'd be a clean even ZERO right there. 😛
No gib.
Same thing against anybody with a multiple of 10 for their health.
Making the overkill health for the voltride the same for all enemies would kind of make sense
Around -60 or somehting
XDeath's are quite screwy in Doom, though.
I mean, you can't deal damage to 'em after they're dead.
shouldn't be related to gibbing imo
Anything that would've would just pass right through 'em.
The important thing is that they should have a temporary state when otherwise they would die in which you can overcharge them
similar to a stagger state from new dooms
but instead of meleeing, you trigger the thing by successfully hitting the guy enough times with the voltride within that short time window
Well, that's not exactly the same thing... I get what you mean, but it's not the best idea.
Staggering in DOOM (2016)/Eternal occurs when a monster is still alive but is at a low enough health level.
If I were to do the same thing here, they'd need to have some health left. If they're dead I can't shoot 'em...
... unless...
... I were to have 'em spawn an shootable actor that can only be hit by Voltride shots, and if that gets hit enough, it'll do the chain lightning effect...
🤔
That could do it.
General question, mainly for all the incredibly talented people I see post here, eg with sprawl, ultrakill, dusk, whatever the fever dream high speed rainbow game is called, and other games, do you guys make your own models, textures, and what not? I really would LOVE to finish up my games but right now the only way that is happening is if I drop a shit load of money paying for people to do the art for me. With college as my primary focus right now, learning 3d modelling, texturing and such doesn't seem like a viable option for me.
as a side note, I'd also love to work on retro fps projects that could use an extra programmer.
I think it's usually a healthy mix, many of the above games had programmers who also did some of the art (or all of it), but many also had dedicated artists on the team
I would personally recommend learning 3D modelling because it makes you a more flexible developer, and it can be a nice selling point on a resume. Plus, retro art is much easier to get started with than other styles of 3D art. Most small mistakes can make the game feel more retro rather than poorly designed. That and you get to rip all the textures from photos.
If you can put a little time into learning, there's a video from Miziziziz (very good gamedev channel) that shows how to make a retro style: https://www.youtube.com/watch?v=m3Wf-EegBgg&ab_channel=Miziziziz.
Apparently, there's also a paid course teaching the basics of 3D art to go along with it. https://www.youtube.com/watch?v=azH4LD6lMpo&ab_channel=Miziziziz.
Can't tell you whether it's worth paying for, but typically, courses save time over free tutorials, so that might justify the cost.
If you don't have time to learn, then I wish you the best of luck finding an artist or a team! I'm not experienced with this so I don't have advice (maybe someone else can offer their piece), but I can tell you happy hunting!
Also remember you don't really need to worry about textures. Heck you can even make it just basic geometric shapes and still have it look nice.
GTTOD did it, so can you
learning 3d modeling now is not the same as it was when I first picked up; tons of new toolsets and workflows that makes things a lot easier. Subtance painter/designer is insane. you can get really high quality looking stuff much easier now than before.
I'd recommend it, it's a creative/problem solving exercise that's a lot of fun 90% of the time 🙂
I will say this from my own experiences, you will have days where you pick up the pen and can'
t do a damn thing*
that's less to do with the software though and more your own creativity
it's a good skill to pick up, novice I am
that's the ticket with about anything as well, I do a lot of things, make music, illustrate, etc. flow state is super important; tools help you keep it or facilitate entering it
at the same time, tools aren't everything, some of the greatest musicians i've ever met can barely work a daw or do things in it that make me want to scream sometimes
sometimes like you said, you'll stare at the screen and rotate a cube a couple of times and call it a day
other times you'll whip out a gun, texture and animate it in a few hours
but i digress a bit, it's fun and worth picking it up!
eyup, tough but rewarding, like any other creative work
hopefully that helped answer the question for him
I'm just a programmer. I wish I was even half as decent as many of the other graphics artists out there, but I'm not (yet).
Maybe I'll get there one day. For now, I grift off of graphics work from other mods... although this time around, for a new mod I'm making, I've gotten together a whole team of artists who loved my project so much they wanted to help out any way they can. So I'm getting all sorts of custom sprites arranged in such fancy ways. 😄
Of course, since nobody's getting paid, I gotta wait a long time. But I'm nothing if not patient. 😉
Same, bro... same. 😄
@humble herald It kind of confirms my fears. I expected I would have to learn modelling/etc, which is what I wanted to avoid hardcore because of the big bad college timesink.
@coarse token Fair enough, but at the same time I'm also a SE student, and I've managed to make some time. Just take it slow.
I have a brother who's very much into the graphical development aspect.
Haha! your brothers a neeeeeeeeeerd
Hey man, modding is all about being creative, even if it's a bitch to do sometimes
😎
I love it. 😄
Yeah I'm 39, married, father of 4, super full life, but love making crazy, twisted, surreal things in janky old dos Mapedit and other tools... Can create things I can't anywhere else..
Too bad it's not a useful skillset... unless unity runs in DOS mode 😂

wooooow that is so cool looking
Hey that's pretty neat!
you guys should be proud of the fact that you can get up and actually make something
motivation is such a hard thing to achieve
The secret ingredient is coffee
Starting to drip out some Blood today... you should probably read the readme with it, it's basically the first Blood map by one of the more prolific Duke3d mappers and resource providers from 1999... It ain't balanced, but it's fun to play and you can see his eye to detailing a map, 90s style, enjoy! Just thought it'd be a fun first new piece to put out for the project's drop...
I know a few of you have played the old Bloodlines beta from 2002, so here's some corresponding shots, you can see he literally rebuilt the whole map but kept same areas and play flow...
These are awesome
I put this in the Blood discord... Enjoy this old map. It's super jankified, but that's part of the appeal... need 3 life seeds?! Sure, here they are 🙂 It's cool I think though, as a historical piece and its fun
So if I wanted to learn to map in Unity, is there a freeware game you all recommend?
Specifically, a horror type of environment, not sci-fi unless it's post apocalyptic stuff...
Or is that a dumb question. I guess I could do Trenchbroom into Dusk?
the problem with that is that unity basically demands you to make your own map editor, so I recommend you use trenchbroom for dusk or quake first
Unity's inbuilt scene editor is workable but not good at all for making maps, it's better for roughs.
(unless you're dave, the madman built almost all of E1's maps with the inbuilt editor)
(probuilder was still a 3rd party plugin at the time)
Got it
you have to differentiate what a map (leve,scene) is made of. There are three major options: The 90s Quake-style maps that consist solely of brushes with a few models for decoration. Then you get the modern FPS maps that are built from modular sections (say, a room corner, a hallway, a wall with doorway), which is used in games like Fallout 3, Unreal Engine 3+ games, and is more or less the standard today. Then there's a method mainly used for modern outdoor areas: A large terrain mesh which allows for smooth and unique elevation features, which is detailed with normal meshes, and indoor areas (dungeons, buildings) are again mostly made up of modular meshes. The latter two methods are perfectly fine to use in Unity's scene editor, while the old brush-based method requires either a third-party plugin like ProBuilder, your own solution, or importing of map data from other applications like Trenchbroom.
Modular meshes...
https://tenor.com/view/yuck-gross-disgust-eww-steve-carell-gif-3556274
Brush based level editing in current year 
Yea... who would do that... so crazy lol.
Oh man I can't read the sarcasm and I don't know that emoji..
Now prefabs I'm good with... like I could make "jankychair3" or "CRTmonitor" or "memesign7"and I think that's appropriate...
Then plop them in
brush BASED level editing
My game is almost done! Check out VRMN NVZN on https://t.co/wpXBHHKNCM:
Discord link on that page
#gamedev #startups https://t.co/AR6gpA3aUp
Imagine working in a brush based engine but now the mainstay is just using models and displacement meshes for all the visible geo. 
Couldn’t be me.
We're using UE4 for SPRAWL and every day I think about the day that I will have the free time to write a brush based engine specifically for our needs.
@gusty flame is spitting straight facts
that being said, Unity does have Realtime CSG https://realtimecsg.com/
https://realtimecsg.com/images/prefabdragging.gif can even use prefabs of brushes
Also! New SPRAWL video showing off our super shotgun 😉 https://twitter.com/SprawlFPS/status/1362439515017785348
What's a hardcore FPS without a sick super shotgun?
But this one has a little extra.... kick.
Wishlist on Steam: https://t.co/NBnmqoueuJ
Join our Discord: https://t.co/R1vGOuuvQB
#gamedev #madewithunreal #UE4 #Cyberpunk #SPRAWL https://t.co/P11W23VYp3
GONNA GO POINT BLANK ON THESE FREAKS
gotta balance it somehow 😉 and reload cancelling will help 😛
We might rebalance it later though
yeah, i get that, just noting that even from the footage it seems to have an identity as more of a traversal tool than a weapon
which isnt necessarily a bad thing
fire animation is now complete. might make more hammer animations but for now all that is left is the code :) #DoomModding #Doom https://t.co/nhDK0vzdoN
will there ever be a mod that removes the gloves from doom guys hands
wrinkly wrist phobia
There are mods that have color changes for the gloves so it looks less like a weird wrinkly hand
How it started: How it's going:
Selaco has come such a long way since the days when it was just a Doom mod. Getting here hasn't been easy, but with a great team and the amazing support from all of you, we couldn't be more confident in Selaco.
#indiedev #screenshotsaturday https://t.co/Mx8ZfR7r4d
229
Noice
Ultrakill map jam when

😏
What mod is this?
Think it's some work in progress being made by him Jab
Yeppers. Thought y'all would like to see one of the new weapons
jab dosent know about:
bloodlines
dudee why i got banned from blood server?
guys can someone give me the new blood script plssss?
what
the blood script i asked on blood server and they banned me :/
I am incredibly confused
Nobody asks for the new blood script...and lives!
I looked up "new blood gui v5" and I only found references to a roblox tycoon game.
it's some stupid ass roblox cheat client
How dishonorable
I mean, alright I guess.
Uh... Blood script?
some roblox cheat code 🤷♂️
...roblox is moddable so I guess it's relevant 🙃
Hey you, do you have h3vr, do you know how to mod.
https://bonetome.com/h3vr/weapons/321/ try this gun from strafe.
added animations inbetween weapon switching, Aim Down Sight mechanic, and increased rifle firing rate.
engine: Godot
follow me on twitter: https://twitter.com/Panzery25
@rocky bobcat I have someone I might torture with this
@tired warren that yours? looks cool
Nah it's not mine
Just something I found randomly on Youtube
But I love the aesthetic of it
yeah reminds me of project downfall https://www.youtube.com/watch?v=98JnXba7IVY
Grab the game here: https://store.steampowered.com/app/992730/Project_Downfall/
Support me on Patreon: http://tinyurl.com/zd48qvf
Follow me on Twitter: https://twitter.com/Ggdograa
Join the Gggmanlives Steam Group: http://steamcommunity.com/groups/gggmanlives
Reddit Fanpage: http://www.reddit.com/r/Gggmanlives/
#gaming #memes #projectdownfall
the M4 with no rear sight though
Unplayable
inplayable
made my first ever mod today
its a custom heist track for payday 2
System Shock 2 Alternate Start lets you skip character creation, beginning the game with a blank slate and a handful of cyber modules to build your character in any direction. Includes a unique mission summary for each military career!
https://www.systemshock.org/index.php?topic=11621
°DML °string System Shock 2 - Alternate Start by RoSoDude mod removes the character creation sequence from the game, instead starting the player with a blank slate and some cyber modules to spend for maximum character building flexibility. The amount of cyber modules is equal to the value of the
does the doosk mod include an endless mode
https://twitter.com/SprawlFPS/status/1364249236414599171 new shield grunt enemy design 👀
Shield man, shield man.
Who will he bonk?
Wishlist on Steam: https://t.co/NBnmqoueuJ
Join our Discord: https://t.co/R1vGOuuvQB
#gamedev #madewithunreal #UE4 #Cyberpunk #SPRAWL https://t.co/gOxW3yYwP7
Just tried that Doosk mod.... What a cool experience.
That sounds really nice
Why don’t you try it out yourself
Just wanted to quickly show off the scale of what we're trying to do with the levels in SPRAWL. Here is a quick shot of E1M1, it's not actually that huge overall, but most of the gameplay is actually sandwiched in vertical layers.
You can be running down an alleyway and 10 mins later look of the edge of a building and recognize where you just were.
E1M1 alone is around 20-30 minutes of gameplay with no backtracking, cutscenes or padding, all within the horizontal space of the average 10-15 minute level in most others.
We're aiming to keep this level of density up for all of the levels in SPRAWL!
These look awesome
lmao
thanks!
DANGIT I WAS ABOUT TO CRACK WISE WITH THAT.
Now I'm just sprawled on the floor in defeat.
i did
oh well i didnt like it
lol
the only thing i didnt like about dusk was the weapon switch speed
its slow
kind of
and that carried over to doosk
the switch speed is instant, its the cycle time you dislike
after firing you have to wait a full cycle
oh
yea
that
you cant switch right after you fire
like the super shotgun and all
that's to prevent skipping the reload animation
if you could, you'd be able to fire another shot instantly just by switching to another weapon and back to the ssg
it's inconstent in swap speeds in that regard- it's based off fire rate, so swapping off xbow, riveter, assault rifle, pistols, etc is super duper fast, but mortar and SSG are mega slow comparatively
How do people feel about that? Reload cancel spamming is still an issue I need to design out of sprawl. We could put a limit on when you can spawn back to that weapon instead? That seems like a half measure. It's a hard one.
Personally would rather not have to factor in reload cancelling in improving at a game
It's aight in DE where it's sort of just a fun trick
depends on whether or not you need to balance for multiplayer
I'd say it's typically a bad thing for multiplayer balancing, just by experience it makes the skill gap harder to cross for players and can create a lot of funky combos. Some people like that but for consistency in multiplayer it can be difficult to balance around.
if sprawl is just singleplayer then for sure, keep it in, 100%.
I personally think that in SP instant switch is fun but don't necessarily think it is balanced, it really depends on wherever the game is designed around it.
In MP it is straight up unacceptable, I worked on a game some time ago and was so upset other devs did not see the issue with being able to fire a 120, 80, and 100 HP damage weapons in less than a second.
See: DOOM ETERNAL's Battlemode.
slayer is, AT THE HIGHEST LEVEL, at least, underpowered compared to the demons, the game is balanced around the feature of weapon quickswitch
I only mean to say that there is a way to design a game with it in mind and be balanced, or even a necessity in order to compete
I was thinking about a situation where players have same HP.
If it's a situation of asymmetrical deathmatch I think it's justified within certain bounds
well, in that case, See: Quake
it can be done well, but you have to be careful with it
Quake has that as long as you do not fire the weapon
I guess my example was not clear about the fact that I was thinking in terms of post fire cooldown
My issue is with being able to switch weapon immediately after firing regardless of the power of the weapon
my example wasn't clear in that I was actually thinking of quake champions. You can fire a rail pretty much immediately after most weapons are done firing
lg to rail is nasty af
Yes but after you fire a rail you have to wait a bit before you swithc
LG has fast fire rate but a single hit is 7 HP or whatever it is now
down to 6. sad
sad
you can still melt with it though
it's just a lot more positional instead of aim
eg bounce pads
Does it still have knowckback strong enough to levitate players?
oh yeah 100%
Thank god
a little too much at times honestly
in any case, my point is that weapon quick switch is fine if done well, but you need to balance the game around it, because otherwise it's just broken
So.... this channel is for modding things, yes?
I need some help, if possible.
To start, this is purely for Story Mode. I have zero interest is modding the online side of the game.
The request: need help figuring out how the modding scene for GTAV works. Seen some GORGEOUS screencaps and I want to see if my system can run those or similar.
@oblique magnet I found a solution pretty quickly. Google every question ever.
https://developer.valvesoftware.com/wiki/Blender_Source_Tools
thanks man
it's likely going to be a bit more involved, like you might have to do a few conversions, but yeah
just read up on it, google it, etc. etc.
https://developer.valvesoftware.com/wiki/Blender_Source_Tools_Help @oblique magnet some of this might help too
alright, cool
hi @unique trellis
So like
you can post anything modding related in this channel?
crap, can't post files
Lately I've been working on a demake of Serious Sam : The First Encounter HD
Damn I really like that reload
Hah, thanks. Took quite a bit to get it right
I mostly did animations and design work
there's two other lads on the team who have been mainly doing texturing and env / char modeling
Anything modding or game development-related
You'll be able to upload files once you obtain the Rat rank, which you'll get automatically by chatting in the server
gamedev is sadly NDA'd 😔 so enjoy mods for now
my man
why
it makes the game more fun or something
at least for em
We've currently got an issue where you can spam shotgun then grenade then shotgun then grenade super fast... it's broken xD
We're also balancing fo multiplayer
sorry wrong channel xD
If you and others involved enjoy it enough then I reckon keep it
we dont mind there being silly things in mp
Fast weapon switching works, just look at Q3 CPMA
but like, it's so broken we need to fix it, we're leaving things like small movement exploits akin to bunny hopping and stuff
but this is like rocket to railgun to rocket etc
sure it ain't for everyone but making fun weapon combats and switching aiming styles real quick is super satisfying
I guess we'll playtest mp with and without sometime
oh how fast we talking?
like almost instant? cause CPMA has it fairly fast but it isn't instantaneous
Make sure to leave in cool bugs like we did in Duskworld for when you die while holding a certain weapon with a certain power up you don’t actually die you just turn invisible so you can bhop around the map as a ssg welding immortal ghost and win the game ezpz
Explore beyond the Walled City in SPRAWL, a hardcore cyberpunk retro first person shooter.
Follow us: https://sprawl.gg
Join our community on Discord: https://discord.gg/4kVen5XDfn
Wishlist on Steam: https://store.steampowered.com/app/15...
Talk to us: contact@sprawl.gg
you can see the switch sped here
Oh, not sure how fast CPMA/Other ArenaFPS akin to it have it at but that seems super fucking fast
and how much it would cut the reload time
it's not like saving 0.4s or something
it's saving like whole seconds
Amazing work, Nitronik.
Thank you thank you!
lol

Ah man not in mp 😦
Reload cancelling shouldn't have to be a factor in playing optimally especially in multiplayer
Though that's me
Postfx or actual software rendering?
Well it's naively rendering at that resolution which most dont but no it's not actual software rendering it's a shader for the dithering and a low internal resolution for the pixelisation.
ah yeah, figured that was the case
👀
Do weapons fire where your crosshair is or are we still slave of Graf's mantra "the crosshair is where you look not where you aim"?
Not really sure what you mean, yeah weapons fire into the crosshair
Do you mean like quake 2 where you fire from the guns instead of to the crosshair?
gzdoom firing functions do not provide crosshair accurate firing.
If you want that you have to code it in yourself
you have to do that in ZScript, any attempt to do that in decorate is a failure from the start
It will not grant accuracy in every scensrio
Ohh I think I know what you're referring to from the tweet
Nah we just had the crosshairs moved away from the kill so it was more visible
Discussion about ZDoom
If you have interest and have a little patience you can make all wepon accurate in around an hour or two of work
1999 technology all the way
Already done! 💙 Still thanks for looking out.
Nobody should have inaccurate weapons in the 21st century
Did modders ever manage to fix that nonsense in Q2?
any attempt to do that in decorate is a failure from the start
Making the jump to ZScript was the best choice I have ever made. Seriously.
The power you get 🤤
how much engine source modification have you done?
I'm not too up to speed with GZDoom
I still don't understand why q2 is that way, near enough every game based on branches of the same engine has correct centre firing
Inaccurate weapon firing is a residue of early '90s where there was no crosshair drawn on screen
It luckily faded away over the years
The idea was that a regular person is holding the weapon in his hands at around waist height so it should fire from that height
Not sure when it was fixed but Q3 was the first id engine to have had accurate firing
how badly offset does it get at a distance?
It does not get worse over the distance.
If the weapon is fired 20 units below the center of the player camera it will hit 20 units below the projection of the player camera over the map geonetry
Nowadays we can fire weapons at any height and make them always hit the crosshair thank to a couple of trigonometry calculations
It was actually doable since Doom I it's just that nobody thought it was something that needed to be addressed
Then we added crosshairs on the player HUD and we realized there was a disconnect between where you aim and where your weapons hit
The only scenario where we have to hack away is when player is standing very close to a solid object, then if you did the trigonometry thing and fired you would see your shots fire almost vertically up.
In that case you just tweak the code to simply fire straight forward, you can't see the difference anyway in that scenario
NoOne has another large update for Xmapedit with tons of new features still on the way!
Grab it here!
http://cruo.bloodgame.ru/xmapedit/
If you are interested in creating animations with Seqedit, here is a link to the keybindings:
The song is Witchy Burn, from the latest single released by L7. They recently reunited and have put out songs:
D...
Newest XMapedit update out... We can do alot of crap in Blood now 😂
but we cannot move away from dosbox 😔
BUILD mapping tools seem fairly complex to grasp
I'd say any engine to do anything complex is a big thing to bite into. I've used it off and on for 25 years, it's easy to produce a simple map quickly, but difficult to make something really crazy.
I think now especially, Blood is very WYSIWYG.
is that sprawl
that is absolutely awesome and i love it
Thanks for the love homie
Are you going to call it Serious Sam: TFE SD
you know
The name is something we're still playing around with
right now the working title is "lolpoly"
for... reasons
project polygon strategy
what
I can only find a Polygon Project vtuber
yeah
Efforts to improve the final bossfight in SS2 (coming soon to a mod near you):
-Shields now change color as they're damaged
-Shields are regenerated when the boss is below 50% health
-Boss health greatly increased
-Rebalanced damage type vulnerabilities
https://www.youtube.com/watch?v=iQZNeD9aXLE
System Shock 2 - Rebalanced Skills and Disciplines:
https://www.systemshock.org/index.php?topic=11194.0
by RoSoDude https://rosodudemods.wordpress.com/
This video demonstrates the reworked final boss for my upcoming SS2-RSD v1.07 release, showcasing a pure combat approach as well as a hacking approach.
New features
-Shields now chang...
You can make custom ultrakill cybergrind maps
uh more like the regular level modding
Yeah pitr is working on a level editor
So far only a handful of people have access to it
ah
The only other way to mod the game is unity black magic
legit thought he was just a really good modder
No he is a programmer
aight i can wait for the tool
👍
then i shall stop getting distracted by new projects and actually work on making my web garbage functional
what else that mod do
Primarily it's a balance mod. There are new uses for Repair, Hack and Research skill requirements are less front-loaded, combat skills are retooled with changes to weapon attributes (e.g. Standard weapons benefit more from reload speed/clip size mods, Heavy skill starts with the Stasis Field Generator instead of the Grenade Launcher, Exotic weapons don't degrade), the less valuable O/S upgrade perks come with new utilities (e.g. Pack Rat allows you to stack food and junk items in your inventory), character creation is more differentiated with additional starting items, and I've done a lot to rework resource distribution. It's intended to be a faithful upgrade to gameplay
°DML °string System Shock 2 - Rebalanced Skills and Disciplines by RoSoDude aims to rebalance the game's RPG systems and provide more meaningful differentiation in character development. Highlights include new repairable items (batteries, prisms, security crates, even a QBR and a Power Stati
thats fucking amazing
does it also "fix" some of the more useless weapons/makes the ar not the best gun in the game?
Yes
There's a lot to it, some of it relying on other mods (you have to install SS2Tool patch + SCP mod to even use my mod)
SS2Tool notably nerfs the Shotgun/AR damage values, adds 10 incendiary damage to the Fusion Cannon (so it's good against both robotic and organic targets), and increases the Worm Launcher turning rate to help it track targets
SCP inherits a bunch of changes from ADaOB, some good and some bad (which have all been reverted by SCP or SS2-RSD). Of the good remaining, you have:
-A reduction in the damage multipliers for Armor Piercing/Anti-Personnel rounds from 4x->3x on optimal targets, so standard weapons aren't so dominant
-The EMP rifle Overcharge mode properly inherits the 2x stim mult it was supposed to have
-The Viral Proliferator has a poison effect
SS2-RSD does a bunch which are all covered in the changelist, but here are the highlights:
-Wrench no longer receives damage bonuses from Standard
-Standard weapons have smaller clips and longer reload times (but can be modified)
-Assault Rifle is forced 2-round burst minimum so care must be taken to use it efficiently
-Stasis Field Generator is a starter utility weapon for Heavy with Grenade Launcher coming later
-Grenade Launcher damage bonuses fixed (ADaOB balance reverted, overly high modification damage bonuses fixes)
-Fusion Cannon does more energy damage at the cost of more prisms
-Spent prisms can be repaired and recharged with the Repair skill (essentially a cheap way to "buy" more)
-Exotic weapons don't degrade
I also have an AI enhancement mod that I've shown off before on the server:
https://www.youtube.com/watch?v=gu_UGpkUZwQ
System Shock 2 - Scary Monsters AI Enhancement:
https://www.systemshock.org/index.php?topic=11575
by RoSoDude https://rosodudemods.wordpress.com/
This is a standalone AI enhancement mod, intended to redress some of the cheese tactics that allow the player to declaw enemies and make them less scary than they should be. The core identities of eac...
you're doing the lords work, dude
oh you even have your own website for all your stuff
Thanks! And yeah, I thought it would be a good idea to organize all my stuff in one place, since I have multiple mods for 3 different games spread across 3 different websites (ModDB, Nexus, SystemShock.org)
Unlisted video for an upcoming csdmo update.
Trailer should be released after update becomes public sometime this month.
https://youtu.be/V0BG0Fm-mII
Link: https://www.moddb.com/mods/counter-strike-doom-martian-offensive-2017/downloads
After almost 2 years of hiatus, csdmo is getting a new update.
Featuring a new campaign with some maps based on cs 1.6 and bunch of bugfixes, one of them being an important flashbang bugfix, so monsters no longer breaks their stun state when getting shot.
The...
that looks very fun ^
Not much longer until our gameplay reveal! We are very stoked to finally share more about combat.
For the time being, here is a slide kick!
#gzdoom #retroFPS #indiedev #gamedev https://t.co/hrp9BRLbGq
stop shilling ffs
POINT BLANK!
quiet you furry pfp
be less noisy, shush finoloid
He is involved with the game though
Even worse!
No, shilling is when you keep promoting/ talking about something without having involvement with the subject.
damn ppl shilling here all day
no, this is very heated conversation
There was fire!
Don't you dare tell me to argue with people on the internet
No, shilling is when you keep promoting/ talking about something without having involvement with the subject.
Wait so it's categorically impossible for self-promotion to count as shilling? based
I have no idea why the word 'shilling' gets thrown around so much lately 😛 Self promotion is just called self promotion
As an indie dev, it's an important tool to reach an audience.
probably because the word shill is engrained into all newblood discord server users because of the shillbot
I think it got renamed though
super general question but does anyone know with what platform/engine ultrakill was made?
Unity
thanks
I would if I could!
if i had any kind of money i would consider that
The joke being i cant buy anything
I WILL
😳
little bit of a moddb update for age of hell 😄
https://twitter.com/Bridgeburner4/status/1367153449519878148?s=19
hello #shilling-general I have gibs for you
It’s lookin really good!
thank you!
how 2 make enemies duck behind cover in hlm2's editor
holy crap that looks sick
anyone who know how the fuck the Hammer editor works
there's a TF2 trade map that has a place where you can imput a code and it'll teleport you to somewhere
But I don't understand what any of this is lol
and I found the place where you have to put the code
is there a way to see what are the buttons that you have to press?
there's a trigger_teleport in front of it
wait
Dude what is that game
It looks sick
Code?
The Code
Stock
That end not of the stock could be the mag

Looks like you gotta be creative, I'd say the little charge indicator on the top part of the rail
then work from there.
I'd say make that some charging clip or something
hm.
problem is.
later on im going to implement the ammo bar indicatiors
my goal rn is to get it functional.
Put the mag in the barrel like a G11
oh I guess having it act as a detachable clip/ammo indicator is a bit too complex? I dunno the current limitations are with H3VR weapon mods
lol
hence my suggestion, make one
so i gotta get extra creative.
I'm not doing that, because it will not look good.
fuck uhh
do railguns ammo look different from other mags, or do they use the same box.
you reckon? I'm not good at conveying this sort of thing
I think they had the one model for ammo in STRAFE? can't remember
Maybe a side mag
hey new here is there like user created levels or anything for mods?
Just for clarification sake: my idea was have this part here be a socket with the charging indicator in there being like a little charge clip/mag or whatever you wanna call it that can be plugged in or removed whilst also indicating charge amount
The compound pistol also has a overheating mechanic but I assume that can't be utilized yet.
Hm
@outer eagle thing is, i kinda wanna make it reloadable.
and i got an ammo type that will work
You do you, just spitballing
Hey thanks, its called Severed Steel there isn't much info about it out now, trailer and steam page coming soon though
feel free to dm me if you want a discord link
I'm thinking you pop out the black thing in the middle and thats the magazine
Spend the weekend adding death animations for our death animations.
Want to decapitate the enemy who is still in the process of dying? You can now do so!
This enemy type has over 25 death animations and more are still being added as development goes on!
#gzdoom #gamedev https://t.co/DPdHufOXQ0
damn shillin again
nice pfp konrad
nice pfp konrad
We're working on lots of fun little set pieces to splash throughout levels that really bring the world to life!
Wishlist on Steam: https://t.co/NBnmqoueuJ
Join our Discord: https://t.co/R1vGOuuvQB
#gamedev #madewithunreal #UE4 #Cyberpunk #SPRAWL https://t.co/yXE0SysZr9 https://t.co/F5STrktqE5
</shill>
Why are people saying this now
Brilliant set piece btw, bit of a small thing to pick out but the overall palette of these cityscapes is spot on
Feels vast and hostile but also comfy at the same time, KP had a very similar appeal for me
There will hopefully be a few different palettes throughout the game! Hopefully all as fitting as this one! ^-^
Thanks!!! Put a lot of effort in keeping things consistent with lighting, textures etc
Dude srsly what is that game? Is it one your working on or what
It's called "Impact" and yeah it's a thing he's working on.
@rocky bobcat is this for the railgun you were asking about earlier?
thanks 👍
Huh, so melonloader does work with ultrakill
this means people can make stuff like API's for modding and such for it, that's what btd6 did for mods
or you can just scramble up some raw code without any API's
I prefer BepInEx
koikatsu modder
just depends on if bepinex works for ultrakill
but melonloader is working fine since the console is showing no errors
people have used bepinex so that works too
Would there be a reason that MelonLoader wouldn't work?
real modders use UPM 

Looks and sounds great, good work
yea?
the sight wasnt meant to be that awful.
and not so dark.
its fixed.
But frankly.
i like the vieo.
@outer eagle https://bonetome.com/h3vr/weapons/371/ THE GUNS ARE DONE.
At long last, a proper gameplay clip! We still have a ton of new enemy types, weapons, tools and combat moves to show, we'll be showing them over the next few weeks.
Here is a gameplay clip of the demo level that will be available in the near future!
#gzdoom #indiedev #retroFPS https://t.co/aHYI2tjrPA
I don't know where
but I have heard that asault rifle sound before
and I love it just as the first time
There are a few placeholder sounds still in there, though AFAIK the UC-36 firing sound is a fresh asset
I love it
I think the guns could use a bit more shading
they give me a classic feel of models rendered in GZDoom (fullbright no shades)
Doesn't the Halo CE shotgun use a stock sound effect?
The assault rifle does
