#general-modding

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hazy sorrel
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is this obvious ghostbusters reference

hollow rain
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honestly this looks nice

desert shard
stark sapphire
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More TTW 3.3 stuff.

neon berry
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^ wow, TTW is still alive and being worked on?! nice!

stark sapphire
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Yeah, 3.3 should've been out earlier this year... My bad!

quick tartan
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what is TTW? I assumed it was related to tales from the wasteland but

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this doesn't look like that

stark sapphire
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Tale of Two Wastelands, it overhauls NV by adding all of 3 to it.

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It also updates Fallout 3 content to the standard of NV.

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What I'm doing currently is adding iron sights for all energy weapons.

marble crypt
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Started playing that for the first time a few weeks ago. It's pretty dang good.

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Super Mutants are a bit tanky though in the beginning

stark sapphire
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They're balanced to require AP.

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Crafting .32 +P is definitely worth it.

sudden sonnet
stark sapphire
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It lets you play Fallout 3 on the New Vegas engine.

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And play New Vegas too.

sudden sonnet
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How are they connected ? if the two maps are connected

stark sapphire
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Via train, there's an added quest to re-enable an old railway line from DC to Vegas.

sudden sonnet
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It sounds like a dream

desert shard
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Went back to this old game

Thought I'd just design a small level lol

hallow bear
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2.5D superhot looking nice looks nice

tidal fulcrum
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Looks neat

earnest lily
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I'm sure posting a prototype is a bad idea

unique trellis
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WE HAVE COOP

unique trellis
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YEAH

soft chasm
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Technical article about converting quake levels and demos to blender. Might be useful to some people.

rustic holly
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worked on a ground material for my cs map

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authored in PBR spec/gloss

echo gorge
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Woah that looks great

polar basin
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i love it

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kinda looks like mold on a bandage in the shape it's in rn lol

rustic holly
polar basin
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I figured

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still looks good regardless

rustic holly
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Worked on a palm tree today

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the other models and materials are mine as well

echo gorge
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Awesome

rustic holly
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WIP models

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this is csgo btw

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not ue or unity

tired warren
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imported the Aerial Command Center from Metal Gear Solid V into Source 2

ancient sail
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I ported over the first level from quake into sprawl for it's 25th birthday

https://twitter.com/SprawlFPS/status/1407452287476244481?s=20

Happy 25th birthday Quake!

To pay tribute to the game that continues to inspire us to this day, and planted the seed for SPRAWL...

We turned on "retro mode" and ported the legendary E1M1!

Wishlist on Steam: https://t.co/NBnmqocD69

Join our Discord: https://t.co/R1vGOuM6I9 https://t.co/IoEvDiVSEL

Likes

332

unique trellis
soft chasm
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David Oshry shared my Dusk showcase map on twitter. Holy Shit.

wet jackal
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Speaking of things Dave said on twitter
https://perfectly-spherical.tk/posts/hwrk-devlog-1/

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figured out blender over the past 2 days, very happy with how these turned out, might have to re-render with brighter lighting later but this will do for prototyping the starting weapon

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i'm definitely gonna have to think about making the bolt shinier, otherwise it might be hard to pick out in flight

unique trellis
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Nice nice nice

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I could see the weapon and projectiles textured

stone cloud
wet jackal
unique trellis
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Fair

wet jackal
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2D art has always been a weak point of mine, which is why it's so exciting that the 3D work is coming together quickly

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I do kinda want to have some detail on the gun--screws holding it together, possibly a legally-distinct-from-NIN logo if I can get away with it--but that can happen when I've got more time and/or someone who knows what they're doing

wet jackal
rustic holly
wet jackal
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sick
it's been too damn long since I last played CS

desert shard
earnest lily
low thicket
pearl quartz
robust ridge
desert shard
wet jackal
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yo I made a zombie but I forgot to add a texture for pants

rustic holly
keen bear
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very cratey

rustic holly
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gotta respect the counter-strike classic

wet jackal
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fuck, forgot to post pantsless zombie

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he shambles

sudden imp
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Meat pog

wet jackal
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still workin on a texture but for now he's just quake zombie aesthetic

untold niche
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He's doing the you know I had to do it to them pose

pliant pier
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Why he walkin' like he's doing a Michael Jackson dance.

unique trellis
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@wet jackal that's looking good

wet jackal
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going from "how tf do modeling work" to "wait this makes sense" in a week has done wonders for my confidence

unique trellis
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The madmen are voxeling almost every tile WORTHY of it...

wet jackal
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what in the goddamn

unique trellis
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BLOOD... LIVES... AGAIN

wet jackal
#
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Second week (well, more like second weekend) of work on Hellwave Roadkill.

echo gorge
wet jackal
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went with a much lower framerate here because doom's sprites only have room for 30-something frames

untold niche
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Bruh

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The doom dood

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๐Ÿ˜ณ
๐Ÿ‘‰ ๐Ÿ‘ˆ

wet jackal
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he do be shamblin

flint crypt
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i gotta get active here so i can show off my ultrakill bfg mod goddamnit

shut sedge
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then get to it

hazy sorrel
desert shard
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So I tried a combination of a few indicators here.

The bar under the boss is basically used to show how much time a player has left to dodge or get ready to parry for parryable attacks

wet jackal
# hazy sorrel you can fit 35 frames in second

This is about the naming conventions for sprites, not the game's internal framerate. The sprite's franes are designated by letter, with A to Z plus like 4 symbols available, so a 40-frame animation would take up way too many frames.

hazy sorrel
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i know

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you can name frames whatever you like so technically its doable

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but it would be kinda neat if naming scheme was lifted

wet jackal
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I honestly don't want to deal with trying to squeeze extra frames in with the sprite name

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that said, I do still have the model, so like

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if I get published

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hinthintwinkwink

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I can possibly switch to an engine that has proper model support, as opposed to GZDoom, which technically supports models but god it looks ugly

wet jackal
desert shard
wet jackal
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the logic is, the player's gonna be looking at the red tiles to see the range of the effect anyway
so you take the meter that shows how long until the move hits, and you make it part of the red tiles, so that the player can see both the range and the timing in one place

desert shard
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Oh you mean make the meter be the red tile ?

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Hmm, I'm not sure how to do that. Probably have to look up shaders lol
Okay actually, I know a simple way to do it but I gotta redo the environment then lol
Just that with the bar I can indicate unparryable and ranged attacks as well lol. Stuff which I can't use the tiles for

pearl quartz
wet jackal
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good news: i got a pretty good shader put together for bodymode in HWRK

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bad news: all of my renders have transparent feathery edges

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I should work out what to fiddle with in Blender to make that not happen

desert shard
wet jackal
desert shard
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Noice

wet jackal
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There's actually a couple commercial projects already running on GZDoom. The big one is Hedon, but Shrine 1/2 are both on GZDoom, and there was this other one that I was following that hasn't released yet...

desert shard
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Turbo overkill ?

wet jackal
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I hadn't heard of anything by that name. I think the one I'm thinking of was Selaco or something along those lines...

desert shard
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There's that as well lol

hazy sorrel
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Selaco

wet jackal
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that was the one yeah

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that guy's pushing the engine hard

desert shard
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Lol. I saw on twitter
It's insane

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But you really should see the trailer for turbo overkill. I think even that's GZDoom.
It's unbelievable lol

hazy sorrel
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it will prove itself at release

wet jackal
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it's kind of amazing how good gzdoom is as an engine

hazy sorrel
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its very good for beginners

wet jackal
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I'm considering moving to something more modern if I can secure funding, but gzdoom is just so good for prototyping

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it helps that I'm already very familiar with it thanks to years of half-finished weapon mods

hazy sorrel
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if the beginner wants to do something more crazy prolly hes gonna scratch his head

desert shard
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Any prerequisites for it if I were to ever try it ? Lol

hazy sorrel
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download GZDoom Builder, Slade, check how decorate/zscript/ACS works and youre good to go

wet jackal
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gzdoom's available crossplatform, but IIRC the more recent versions require a relatively new gfx card to run
you'll want SLADE3 for manipulating sprites and maybe doing mapping, or something from the Doombuilder family if you're on windows

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I recommend jumping right in with zscript; the syntax is almost the same as DECORATE, just with a few more bells and whistles and csharp-ish syntax

hazy sorrel
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knowing doom engine quirks also helps a lot

unique trellis
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guys check out my doom mod "thing that would never run on the doom engine"

hazy sorrel
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that

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but

wet jackal
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some of the wiki info is a bit outdated, though

hazy sorrel
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its not really beginner friendly

wet jackal
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you can also look around in the zdoom discord, the community's generally friendly and loves sharing tricks

hazy sorrel
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there plenty stuff not properly described/explained

desert shard
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F
I already have some workflows set up in Unity so I usually just go with that lol.
But I'ma definitely try this at some point

hazy sorrel
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gzdoom trying support everything means you have several similar actions/specials that do the similar thing and are named very similarly

wet jackal
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i'd go into more detail but it's 6:30 AM on my end and I have gotten zero sleep

desert shard
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Ouch. Night then lol

wet jackal
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one other thing

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that fancy shader I wrote is standard GLSL 3.3.0, but there's a file you have to put together to tell the engine where to find the GLSL stuff

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and now i pass the fuck out

hazy sorrel
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have a nice death

polar basin
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@hazy sorrel when's Damid Beevil coming out?

hazy sorrel
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never

polar basin
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Smh

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I was pumped for it, too

echo gorge
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Damid beevil is coming soon

wet jackal
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related to yesterday's/this morning's discussion

shut void
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anyone heard of Hideous Destructor?

wet jackal
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YOOOOOOOOOO

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HIDEOUS DESTRUCTOR IS THE BEST SHIT EVER

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Unironically some of the best gunfeel in the games industry right now, just because of how weight and length affect gun handling

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anyway I did thing

hazy sorrel
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I've never heard about hideous destructor

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prolly bad

toxic hemlock
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yea its bad

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the worst even

unique trellis
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horrible

hazy sorrel
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disgusting

unique trellis
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repulsive

spare scarab
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souls-like

unique trellis
keen bear
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that dude is nuts

unique trellis
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he's wilding

wet jackal
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for real tho, Hideous Destructor gets kind of a bad rap because it's very complex and initially feels like a slow-but-deadly "THE DARK SOULS OF [THING]" experience

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but then you learn about the movement mechanics

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and central nervous system hits

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and you start to get an appreciation for how the guns have weight and inertia in your hands

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and then you find a doorbuster and your brain goes full expansion as you realize that Hideous Destructor is unfair in most Doom maps, but you can be unfair right back at it.

hazy sorrel
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sounds like very bad time

wet jackal
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and then you see shit like this

hazy sorrel
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i rather not be like this person

wet jackal
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[loads shotgun with tactical intent]

hazy sorrel
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i mean it

wet jackal
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oh yeah that's the other thing

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HidDes is actually built to be extensible with other mods

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which is rad as fuck

hazy sorrel
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not really

shut void
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Hdest is a acquired taste but once it clicks with you it really clicks like how people enjoy ultrakill

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From one of the more skilled players of hdest

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There's also this

white ore
desert shard
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Huh. I thought it was lol

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Still looks awesome lol

keen bear
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Yeah its unity

unique trellis
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wow this hdest thing looks boring

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if its not compatible with brutal doom im moving on to the better mod that starts with hd

gleaming wren
unique bramble
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where do i wishlist this

gleaming wren
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can't

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I'm planning on just releasing it on itch as a pay-what-you-want sort of deal

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have the soundtrack as a bonus for anyone who pays for it

slender knoll
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ayy this looks fun

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gravity reminds me of fooling around in CS with console commands back in the day

gleaming wren
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although I'm tossing around the idea of doing an enhanced edition of some sort with more content and polish and such and putting it on steam for like $5

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then just leave the original version up for free (and not pay what you want) and give everyone who already paid something for it a key for the better version

tribal adder
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have some roomba

wet jackal
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I've now implemented Soulmode/Bodymode switching, bound to the key reserved for Reload.

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You'll automatically be booted out of Soulmode if your Serum supply runs too low.

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I plan on having a separate weapon for Soulmode, to handle enemies dropping health instead of serum when killed in soulmode.

hazy sorrel
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flat sprite noice

echo gorge
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Ded

wet jackal
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I always felt like the flatsprites weren't used often enough

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it's a damn good engine feature

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marred by a belief that they have performance issues

grave geyser
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If anyone likes Half Life Alyx here's some stuff I worked on today and I think I could share to get some self-confidence boost(to at least get out of negative). It's couple of new mechanics like drivable cars, controllable artillery, electrical whip(like from Iron man), shield/sword combination, mounted sniper rifles or machine guns(AR2): https://www.youtube.com/watch?v=I9lE8h2wxkI
https://www.youtube.com/watch?v=AC4UAv9_sSs
https://www.youtube.com/watch?v=Mk3lT_YBPK4

Hello, here's a little showcase of a small thing I've been working on. Drivable cars for Alyx! Currently they are a bit wonky, but as a proof of concept it works fairly well. I took a quick tour through an old city map I sort of abandoned, which ended up, thanks to my terrible driving skills, in an accident.

The biggest problem is actually that...

โ–ถ Play video

So a bored CementStairs on Monday morning decided to make a couple of mechanics for his next HLA map. Since I think some of them look pretty cool and I love showing off, I recorded my early progress on them for you to enjoy.
I will probably share them sooner or later as prefabs, but that will happen after the competition these are made for.

S...

โ–ถ Play video

So this is a second part of the mechanics video, please refer to the first for more shown: https://www.youtube.com/watch?v=AC4UAv9_sSs

This basically doesn't show anything new, expect for a proper combat with the shield/sword weapon and better showcase of the mounted AR2. So I guess enjoy.

0:00 - SwordShield(I really couldn't figure out a bet...

โ–ถ Play video
full notch
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dude that's fucking sick

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awesome work

idle oriole
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Looks great

eternal schooner
rustic holly
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just released a map for csgo with some of my favorite mappers

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I was in charge of a lot of the workhorse assets, like the concrete materials, doors, signs, light models, etc

gleaming wren
idle oriole
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HE APPEARS

gleaming wren
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NO ESCAPE

idle oriole
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You keeping a tally on where weโ€™ve stumbled into each other? Iโ€™ve lost count.

unique trellis
olive rapids
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and G-Man looked upon Eastern Europe and said

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let there be Wolfenstein 90 degree walls

unique trellis
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ohhhh

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thats how they did the terrain

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cool

hazy sorrel
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efficient way to create plausible environment

soft chasm
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Efficient, yes. Also less triangles though

restive quarry
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wrong chat sry

unique trellis
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has anybody tried to put one of the Dusk endless maps into BO3 Zombies, since Dusk now has something like Nacht Der Untoten?

hazy sorrel
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i tried to insert Dis into arcane expanse but it didnt worked out well

unique trellis
eternal schooner
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Made a first level for my game! Gonna polish it someday but the body is done!

weak root
rotund garden
unique trellis
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make sure to check out the Cortex Command Community Project instead of the steam one

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a lot of improvements such as new sounds and rebalance

wet jackal
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Do they have an actual linux build instead of a sticky note with "TODO: add linux binary" on it

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I love CCommand in theory but running directly into a missing executable error the first time I tried it has forever tainted my opinion of it

lunar wadi
eternal schooner
low thicket
unique trellis
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GONNA GIVE THAT A RUN!

echo gorge
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Great sprites

eternal schooner
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Looking cool man! Quite a damn thing!

jovial plank
hazy sorrel
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xm8

lunar wadi
hazy sorrel
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*mog/mongoose

wet jackal
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y'all want some strafejumping?

hazy sorrel
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i would install zmovement then

wet jackal
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I wanted to implement it myself, partly to see if I could and partly because I intend to go commercial with this (and don't want to tangle with any potential licensing issues caused by that)

hazy sorrel
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i c

wet jackal
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on that note: thinkin bout taking a brief break from this because the idea of a hobo on rollerskates bouncing around doom levels with a shotgun has just popped into my head fully-formed and it sounds too entertaining not to try

desert shard
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Was bored
Thought I'd try a small arcade game

lunar wadi
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@desert shard what engine?

desert shard
gleaming wren
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(gonna be chopped up in-game since it goes across multiple stages)

untold niche
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Do you have a disco dance off against the boss

swift glade
slender knoll
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lmoa

wet jackal
tranquil oracle
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okay but this is sorely lacking the sound of rollerskates

inner spindle
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eeloo, left the server a while ago and the Maximum action channel seems to be gone anyone know where I can find some info on the extra keybinds?

tranquil oracle
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We're no longer publishing Maximum Action, which is why the channel's gone

slender knoll
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Maximum Canceled

inner spindle
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ah

unique trellis
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maximum what?

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???

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huh??

misty sparrow
fallen kayak
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Lmao

unique trellis
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exactly what i was thinking laugh

fallen kayak
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Ego 2 big 4 alts

inner spindle
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wot

eternal schooner
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It sucks that Maximum Action and New Blood are no longer together... it was such a great couple

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The soundtrack was amazing

wet jackal
toxic hemlock
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let's see who can correctly guess the inspiration first

wet jackal
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is that the death star 2 sequence from that one star wars flightsim

toxic hemlock
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not at all

wet jackal
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heck

marble crypt
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also turn off the fucking particles

toxic hemlock
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  1. wrong
  2. absolutely not
marble crypt
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i love rwby

toxic hemlock
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correct

wraith beacon
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I love singularity.

soft chasm
unique trellis
desert shard
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Pongeon crawler

wet jackal
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https://gtaforums.com/topic/973749-take-two-changes-the-agreement-modding-take-downs/

TakeTwo has decided that you can't add old content and you can't add new content. Nobody can explain how this is different from just banning modding outright like they tried to do last time. As an outside observer: this is so fucking stupid

swift lance
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Yo can anyone reccomend me some good doom WADS that aren't brutal doom or Hdoom
I've been looking for some but none have caught my eye so far

untold niche
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gameplay mods or levels?

swift lance
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either

untold niche
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I only ever play with vanilla gameplay

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But when it comes to levels I have:
Sigil
No Rest for The Living
Scythe 1/2
Hell Revealed 1/2
Sunder
Valiant
Plutonia 2
Ancient Aliens
Sunlust
Eviternity
Alien Vendetta
TNT Revilution
Speed of Doom
Abandon
No End In Sight
A.L.T
Hell Ground
Going Down

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Back To Saturn X chapters 1/2

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Probably a ton more

swift lance
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out of these which are your favorite?

untold niche
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Sunlust, Eviternity, Sunder, Scythe 2 and Alien Vendetta

hearty notch
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that is literally the most basic wad list

swift lance
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I'm still having fun
in a sort of masochistic way

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I'm on sunder and I just got to the part after you pick up the super armor

hearty notch
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Sunder is an absolute bore

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"firing rockets at 100 barons in a straight line" type beat

untold niche
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It's fun with some gameplay mods

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Not a fan of the level design per se though

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A lot of switch hunting

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Architecture is a thing to behold though

hearty notch
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I just dislike the combat

untold niche
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Yeah Sunlust is much better in that regard

hearty notch
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Sunlust's more so combat puzzles than classic Doom gameplay of exploring levels, with natural-flowing combat

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not a fan but I can see the appeal

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sure wish so many wads weren't trying to blatantly copy it down to its visuals

swift lance
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I'm gonna try out sunlust since Sunder just seems like wave after wave of archviles mancubuses and other tough demons

hearty notch
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so does Sunlust, specifically designed to fuck you over and make u rage

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but it doesn't drag like Sunder does

untold niche
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I recommend Sunlust on lower difficulties, it feels more balanced like a Serious Sam game that way

wet jackal
hearty notch
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Alien Vendetta's more my deal with its identity being how varied it is

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and the classic and challenging gameplay

wet jackal
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as far as slaughtery maps, I come back to Valiant again and again

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it's technically just as nasty as Sunder is but it just feels so much more interesting

hearty notch
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Sunder's the basic bitch """hardcore""" wad ngl

wet jackal
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it's sad

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the architecture is pretty good

hearty notch
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where the monster placement doesn't feel smart but more so inflated

wet jackal
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but it's just...yeah

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how many fuckin imps in map01?

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200? 300? all at once? with like 4 shellboxes that you probably accidentally picked up while at 48 shells because you were trying to dodge the 5th chaingunner in a row?

hearty notch
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it really is just a better-looking Hell Revealed

swift lance
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not to mention the archvile, two revanants, and 4? hell knights

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just to get to that point

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and to bust your balls even more they give you a chaingun and SSG right after that

wet jackal
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as much as I hate archviles, that one isn't really a threat because he's got no bodies to work with

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you kill him first

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and since I only play Sunder with something like Russian Overkill...

swift lance
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but the second one that comes into the area

hearty notch
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Archies don't need bodies to work

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just need to cover the whole room and not let you leave cover

wet jackal
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they're significantly less threatening when they can't create meatshields, though

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the real threat with an archie is running out of ammo

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anyway, gameplay mods

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there's so many fuckin gameplay mods

hearty notch
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never liked many

wet jackal
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and there's some wild shit out there

hearty notch
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I got really addicted to Hideous Destructor for a while though. That one really clicks

marble crypt
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doom fans feelscringe

wet jackal
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like, you want a fuckin medieval arcade beat-em-up? you want a hyper-simulationist tactical milsim kinda game? you want the biggest fuckin guns? you want some fuckin Megaman X shit?

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ever wanted to be a dragon stompin' around with a quadbarrel shotgun in one hand and a spell that makes black holes in the other?

swift lance
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that last one sounds badass ngl

wet jackal
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take your pick, strangah, whaddaya buyin'?

neat hare
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you want a hyper-simulationist tactical milsim kinda game?
too bad the mod that does this controls like shit

marble crypt
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which one would that be

wet jackal
neat hare
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hideous destructor

hearty notch
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how does it control like shit?

marble crypt
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you mean the extremely customizable one

neat hare
marble crypt
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that you can change to be what you want

wet jackal
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i will crouchslide circles around you and punch you into orbit

marble crypt
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fuckin leaf brain

neat hare
hearty notch
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what?

marble crypt
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getting rwby fan vibes from this one

hearty notch
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have you even bothered learning it? lol

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it takes like, two buttons

neat hare
hearty notch
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one to open the mag manager, and one to unload the mag. Of course there's also the one to cycle between them, and the one to load the mags... that's pretty much it

swift lance
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wait that's an actual wad

wet jackal
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very much on the high end of the power scale, play with something on the slaughtery end of the monster scale

neat hare
hearty notch
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it's very straightforward

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it literally can't get simpler

marble crypt
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it's not worth it raiva you should hear him lose his mind at video games in vc

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it explains everything

wet jackal
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i'm gonna have to make a video

#

of unloading a pistol into a couple of imps

hearty notch
#

if I could get to understand HDest anyone can. I'm an actual ape brain

wet jackal
#

and copy in the "UNRELIABLE? UNFOCKINGRELIABLE!?!?" audio over it

neat hare
#

i'm not saying it's impossible to understand

#

i'm saying it's not worth the effort

hearty notch
#

thought it was worth it

#

only mod I could really get into in years

neat hare
#

well i'm glad for you

hearty notch
neat hare
#

doesn't mean it controls well

hearty notch
#

if you mean HDest

wet jackal
#

god

hearty notch
#

it controls as well as it can. You simply got filtered like most people

wet jackal
#

it always amuses me just how stupid some of the hdest strats get

hearty notch
#

9mm is good at penetrating demon shields

wet jackal
#

the fact that you can technically punch a cyberdemon to death without getting exploded, as long as you consistently punch him in the jaw/CNS

swift lance
wet jackal
hearty notch
#

maybe you need a specific G/ZDoom version

#

because uh

#

GZDoom gives fuck all about compatibility with older versions

#

this mod you've been working on for years? sure it works in 4.5.5, but it breaks in 4.5.6 because of a useless modification to the code. Sorry

swift lance
#

No clue what version I'm on

#

wait nvm

#

g4.4.2

wet jackal
hearty notch
#

I wouldn't say it's better because it does just enough so that a lot of mods don't work with newer versions

wet jackal
#

at least you get deprecation warnings on things like A_FireMissile

swift lance
#

oh shit my version's old as hell

wet jackal
#

yeah I bet you just need to update

swift lance
#

yeah

wet jackal
#

just loaded it with gzdoom 4.6

swift lance
#

same

wet jackal
#

nice

swift lance
#

I just had a really outdated gzdoom

wet jackal
#

you'll wanna check your keybinds, guncaster adds a bunch of buttons

#

since you have separate buttons for cycling/using items, cycling/using spells, activating the Stratocaster weapon modes, opening the shop...

#

if you like the ridiculous OP guns, you might also check out Russian Overkill, by the same developer

OTOH, if you like the idea of wielding spells alongside guns, you might wanna look up Xaser's mod, Psychic, which is similar in gameplay but has a slightly lower powerscale (though you get upgrades)

swift lance
#

how do you get more spells?

wet jackal
#

you can find spell tomes, IIRC they replace chainsaws and certain other objects

you can also open the shop and buy them using the gold dropped by your various foes

wet jackal
#

aside: just picked up a new mod called Gunslinger Set

#

it's 100% cursed guns

swift lance
#

link?

wet jackal
#

the chaingun replacement is an XM8 with the underbarrel GL converted into a pistol

swift lance
#

what in the name of fuck

wet jackal
#

the rocket launcher is an M202 FLASH modified to have an 8-rocket revolver cylinder

#

the plasma rifle looks like a goddamn plasma Bren Gun and is explicitly made of bits from a random assortment of WWII-era Japanese guns

#

when I say cursed guns

#

I mean cursed guns

#

but i think it's neat

#

also there's a random chance that instead of firing a grenade, the XM8's grenade pistol will shoot a single impossibly powerful bullet (and then play the iconic "wah WAH wah" bit from every cowboy movie soundtrack ever)

#

oh, protip

#

the super shotgun in this one, a 3-barrel shotty, has two reloads
one is the reload you get after pressing primary fire (3 barrel blast, followed by stuffing 3 shells in at once)
the other is the standard reload (one at a time)

the altfire is one barrel at a time
if you fire all three shots from the altfire, then press the fire key, you get the 3-shell reload, which is slightly shorter

#

i fuckin love it when mods include that kind of input tech stuff

robust ridge
swift lance
#

I had 4.4.2

unique trellis
#

what have i done

unique trellis
#

well you forgot the materials

echo gorge
#

You forgot to install UK source

cosmic tapir
#

gmod

worn reef
#

how do i decompile ultrakill

#

been trying to but when i open the project in unity it crashes

gleaming wren
#

wonderful tool for skybox stuff

untold niche
#

Last time I tried it if you have 6 cameras for a 6 sided skybox texture each one of them would have a different brightness

#

Haven't tried doing a panorama like this though

gleaming wren
#

yeah the free version doesn't let you do spherical renders

#

which sucks but it also has a resolution limit that's way too low to make a spherical render look decent so I guess that makes sense

gleaming wren
unique trellis
#

Looking nice.

eternal schooner
#

Just sharing progress on a third level...

#

there is no second one ready but anyway

keen bear
#

Lol

hazy sorrel
#

i made 24th level

#

the title is "chasm"

#

i need to make 23 other levels before it tho

unique trellis
unique trellis
#

hi!

#

what's up?

desert shard
#

The sky

earnest dagger
#

nice

rustic holly
#

I made a level for CSGO and worked with my animator friend and music friend to make this over a 2 month period

#

I did all the prop design and level design, and for this latest art pass got a bit of help on the level art

eternal schooner
#

AYOOO I FINALLY DID IT

eternal schooner
#

animating doom mod in 3D software?

pearl quartz
#

yes

#

and it's not doom mod but a GZDOOM Game

low thicket
#

hmm i wonder whose sprites those are :)

#

good work!

hazy sorrel
#

is this complex doom with shitton of addons

pale path
#

No

eternal schooner
#

Heavily modified Complex

pale path
eternal schooner
pale path
eternal schooner
#

Ok

unique trellis
#

God i have so many questions

#
  1. Why are there so many weapons
#
  1. Where's the monsters in the maps
#
  1. Is that texture filtering on
#
  1. Why in gods name would you want an arsenal that needs a dictionary to navigate
#
  1. Does k8vavoom have lightmaps?
#

nevermind k8vavoom does have lightmaps

#

k8vavoom has quake-style lightmap lighting mode, for examle. while it calculates lightmaps on level loading, there is technically no problems in loading pre-backed lightmaps from wad.

pale path
#

But problem is shitty limits of GZdoom and Zandro

unique trellis
#

4

#

answer 4

pale path
unique trellis
#

so you mean to tell me every single weapon in that gargantuan arsenal has a unique use & can't be substituted by another

pale path
#

Besides you can always drop those which you don't want to use

humble herald
#

That's fucking contra music

unique trellis
#

https://www.moddb.com/mods/bloodlines-out-of-the-grave-edition/downloads/fresh-supply-bloodlines-out-of-the-grave-edition-version-152

Updated several of the maps to be a bit more Fresh Supply friendly, added in a map exclusive to this version (I got tired of the old one) and I'd consider this at this time feature complete.

Future updates are 100% focused on utilizing NBlood's extensions to map design and creation of things

Mod DB

This version corrects numerous issues with the previous Fresh Supply version of Bloodlines.

#

So... Play it in Blood: Fresh Supply... If you dare mwahahhaa.

Really it's not bad, just some quibbles different from OG Blood.

As mappers, we can't have it play certain sfx like an elevator triggered door, otherwise it plays FOREVER on the entire map... Super sus.

I edited these maps to delete those or try to make them ambient generators which can be contained lol.

If you can get past the quibbles you are golden... Thanks to lots of helpers to get it going.

lapis fractal
#

Hello everyone, I'm new here and I have a question
Recently I've been researching how Unity games are modded, which made me think about trying to decompile (and I might have already done that) the game I fell in love with last week by the name of Ultrakill
So, what's the devs' opinion on such actions? Does it violate any rules? Because I haven't seen anybody really try doing that for some reason, despite the lack of vanilla game content atm

keen bear
#

as long as you arent selling the game, its fine

#

there are plenty of ultrakill mods

#

and many more on the way, as there is a level editor in beta testing currently

#

if you have any other questions, lmk @lapis fractal

hazy sorrel
#

im selling gzdoom fork with ultrakill assets

#

does that make me a criminal

lapis fractal
keen bear
#

not really an organized place to do it here, but you might want to go find the ultrakill discord

#

there have been ultrakill mods posted here as well, just less of them

tranquil oracle
#

Basically as long as you aren't using it to cheat leaderboards or make a profit, we don't really place any restrictions on modding or decompiling our games

lapis fractal
#

That's nice to know, thanks for the answer ๐Ÿ™‚

echo gorge
#

hakita does have a problem with people who post images about cut / unreleased content they decompiled or whatever

tranquil oracle
#

Right, that too

#

No leaking upcoming content lol

keen bear
#

yeah, i had assumed he was talking about the context of modding

#

obviously spoiling content is just rude

lapis fractal
#

Well, of course I'm not doing that
Thanks for clarifying though

unique trellis
#

as long as you aren't using it to cheat leaderboards
๐Ÿ˜

keen bear
#

dont worry we have countermeasures for that

#

๐Ÿ™‚

spare scarab
#

3 people with baseball bats?

echo gorge
#

Dave sends his henchmen to people's houses when they mess with the leaderboard

unique trellis
#

yup, good intentions & dont do bad

unique trellis
#

I did that back when maximum action added them

unique trellis
#

Hmmm

desert shard
#

Added roll dodging and a simple enemy type

pale path
#

Updated version of ported games from Spectrum/ DTE/ v 1.1
dte_v1.1
ะ”ะพะฑะฐะฒะปะตะฝั‹ ะทะฒัƒะบะธ ะบ ัะพะพะฑั‰ะตะฝะธัะผ.
ะ”ะพั€ะฐะฑะพั‚ะฐะฝ ะฒั‹ะฒะพะด ะทะฒัƒะบะพะฒ ะฒะทั€ั‹ะฒะฐ.
ะ”ะพะฑะฐะฒะปะตะฝั‹ ั€ะฐะบะตั‚ั‹, ะทะฐะฟัƒัะบะฐัŽั‚ัั ะฐะปัŒั‚ั„ะฐะตั€ะพะผ.
ะ”ะพะฑะฐะฒะปะตะฝั‹ ะฑะพะผะฑั‹ ะทะฐะผะตะดะปะตะฝะฝะพะณะพ ะดะตะนัั‚ะฒะธั, ัƒัั‚ะฐะฝะฐะฒะปะธะฒะฐัŽั‚ัั ะบะฝะพะฟะบะพะน ะธัะฟะพะปัŒะทะพะฒะฐะฝะธั.
ะ”ะพะฑะฐะฒะปะตะฝะพ ะพะถะธะดะฐะฝะธะต ะฒ ัะบั€ะธะฟั‚ะต ะธะณั€ะพะบะฐ ะฟะพะปัƒั‡ะธะฒัˆะตะณะพ ัƒะฟั€ะฐะฒะปะตะฝะธะต ะดะปั ะฟะตั€ะตะทะฐะฟัƒัะบะฐ ะฑะตะท ะฒั‹ั…ะพะดะฐ ะฒ ัะฟะตะบั‚ะฐั‚ะพั€ั‹....

โ–ถ Play video
rustic holly
#

Looking for any feedback

#

I have no industry experience or formal training

hazy sorrel
#

no idea if technical experience carries over from source to something more desirable like ue/unity

echo gorge
#

Blender and substance skills are great though

rustic holly
#

Yeah, I work in a PBR workflow

#

With modern software

#

Iโ€™ve messed with UE a bit, but nothing finished

#

All my workflows carry over, just with less limitations

#

This was a scene I was working on in UE based on Mario Sunshine

#

I authored all the assets and shaders

hazy sorrel
#

nintendo

#

hire this man

echo gorge
#

This guy knows his stuff

#

You have a future ahead of you

rustic holly
#

And yet Iโ€™m forcing myself to make Counter-Strike maps trollcrying

#

๐Ÿ˜†

keen bear
#

Hows uh

#

velocity brawl

#

going

rustic holly
#

Dead

#

Iโ€™ve just been doing CS maps lately

keen bear
#

F

#

was looking forward to playing that

rustic holly
#

Tbh I might recycle ideas from it, but idk. Iโ€™ve kind of moved on.

keen bear
#

yeah makes sense

rustic holly
#

Iโ€™m going to be working on a pre-animated game pitch with my animator friend, so thatโ€™s going to be by next big big project after my next CS map.

keen bear
#

sweet, hope it goes well!

rustic holly
#

Thanks

#

WIP crate Iโ€™ve been working on for my next CS map

#

Faking PBR has become my specialty ๐Ÿ˜›

#

Since Source only has phong and cubemap

eternal schooner
#

Yoooo this looks gorgeous

#

Especially if it's on old CSGO's engine

rustic holly
eternal schooner
#

just epic man

#

godlike job!

eternal schooner
#

Some screenshots of the second map of my game

#

Gonna complete it tomorrow, and rework the first one... I guess!

dense vigil
eternal schooner
#

Thanks man!

desert shard
#

Love the aesthetic you're going with here

eternal schooner
#

It's not fully finished, I need to add some effects and... add end mission screen lmao

eternal schooner
eternal schooner
#

Teleporter lab, remaking the first level so it will actually look like a damn intro

untold niche
eternal schooner
#

...i can't use nothing else

#

And also I like blender

untold niche
#

Alright, yeah I was mostly asking that because there's also Unity probuilder which I heard mixed things about

echo gorge
#

I'd use realtimeCSG

#

It works with brushes like quake editors

untold niche
#

That does sound interesting, I am used most to Trenchbroom and am going for a late 90s early 2000s look

wraith beacon
#

Probuilder is just a kinda not great polygon modeller disguised as a level editor.

#

Only real advantage it has over just doing the modelling in Blender or some other DCC is it's built into Unity.

echo gorge
#

Probuilder laugh

muted mesa
tranquil oracle
#

Nope

muted mesa
#

fuck yeah glad you guys are so cool about it

tranquil oracle
#

People have already ported stuff to gmod etc lmao

muted mesa
#

yeah i just figured that was the sfm model u guys gave out tho

tranquil oracle
#

It's cool to see if anything

muted mesa
#

sick

olive wadi
#

is it possible to have custom music in ultrakill cyber space? ;v;

tranquil oracle
#

By muting the in-game music and booting up a music player, yes

olive wadi
#

oh damn.

tranquil oracle
#

More seriously, it's just not a priority feature right now

muted mesa
#

ey zombie remember i mentioned that big save file with a bunch of assets

#

would i be allowed to link it here?

tranquil oracle
#

I don't personally see an issue with it

tranquil oracle
#

If it's just Blender assets to use and shit

muted mesa
#

yeah

#

its a blender save file with a ton of models

olive wadi
#

wait

#

u can add ur own models?

tranquil oracle
#

Nah, this is for people making content like videos

#

Or porting stuff to gmod or whatever else

muted mesa
#

^

olive wadi
#

aw

robust ridge
unique trellis
hazy sorrel
#

cant wait for the nice outline to be destroyed by colors and shading

untold niche
echo gorge
#

konrad im gonna destroy your outline with colors and shading

robust ridge
echo gorge
#

holy shit

noble onyx
#

Woah, that looks awesome

echo gorge
#

this guy drinks concentrated talent every morning

eternal schooner
#

Daaaamn!

#

The only thing that scares me is the GZDoom engine

hazy sorrel
jovial plank
hearty notch
#

buy. this. game.

topaz breach
nimble socket
#

purchase skyrim

toxic hemlock
#

bethesda

#

hire this man

echo gorge
#

16 times the detail

prisma basalt
#

i wonder how long it took to come up with a mod load order that didnt result in skyrim shitting itself instantly

noble onyx
#

That's exactly what I was thinking

echo gorge
#

Yea

echo gorge
#

that looks real

#

i thought it was real life for a second

rustic holly
#

I did process an image into a tiling material for the cloth/plastic material

#

with proper normals and specular

untold niche
noble onyx
#

Valve, hire this man

rustic holly
rustic holly
#

updated it a bit and added a second skin

sweet skiff
#

how to play custom maps in ultrakill?

echo gorge
#

Delete system 32

dull beacon
#

LOL

pallid creek
slender knoll
#

lookin' good

rustic holly
#

ty

rustic holly
#

New Blood hire me

#

jk

keen bear
#

unfortuantely we dont work in source lol

hazy sorrel
#

what, havok loicence too expensive for you?

#

lol

rustic holly
#

I think I showed you my UE5 scene?

#

My workflows can also easily translate to non-PBR Diffuse-based shading models

keen bear
#

we dont use ue5 either :)

rustic holly
#

Just because of how I work in PBR and then tweak into Diffuse, so I can export all of my meshes and materials to practically any engine

#

That was just an example, man. It was a joke anyhow

keen bear
#

but yes, i totally get it

#

i was kidding as well

#

if you actually are interested, you can always email dave

rustic holly
tranquil oracle
hazy sorrel
#

Source BSP support for Dawn/Dusk SDK when

unique trellis
#

I thought he was already working on that

tranquil oracle
#

Yeah I already have Source BSP supported in the next patch lol

hazy sorrel
#

damn

#

When SiN BSP support for Dawn?

tranquil oracle
#

SiN also works

#

It's just a variant of Quake 2 BSP after all

hazy sorrel
#

damn

#

When Star Trek: Elite Force II BSP support for Dawn?

tranquil oracle
#

That also sort of works, it recognizes those maps but I haven't bothered to make them load fully yet

hazy sorrel
#

the more obscure/newer title the more i expect it to be custom

#

damn it

untold niche
#

Titanfall bsp support when

tranquil oracle
#

Recognized, but not loaded

hazy sorrel
#

like i said
no one cares about titanfall

untold niche
#

madman actually tried it

rustic holly
#

Titanfall engine branch is basically like an alternate version of Source 2

#

basically similar feature set to S2, but branched off from Source 1

#

Guess this is basic knowledge, but I think it's cool

#

And pretty sure many of the early versions of Source 2 emulated a bunch of code from Source 1

jovial plank
#

do modified cars count as modding?

rustic holly
tranquil oracle
#

No displacements support yet, yeah

#

this is an earlier screenshot

#

(entities were disabled in this, so the trains etc are missing, but they also load)

rustic holly
#

lightmaps look strange, but that's cool

tranquil oracle
#

The lightmaps are correct, but they look weird in spots because displacements are just rendered flat

#

(and because most of the origin brushes aren't placed because of the entities being disabled)

rustic holly
#

I more meant this weird artifact on the edges

#

is it because of your light_environment implementation maybe? I don't program, let alone graphics programming, so I am only really looking at this from my experience as an artist

tranquil oracle
#

light_environment isn't a runtime entity

#

This is just how the lightmaps look in d1_trainstation_01

#

It's a bit more noticeable due to the checkerboard textures

#

Most lightmap artifacts are MUCH more noticeable with textures like that

#

I was actually really surprised when I was messing around with it, having actual textures hides the artifacts way more than you'd expect

tranquil oracle
#

that's just because the lightmaps are low-res

rustic holly
#

nah

#

The edge artifacts. Maybe I am so used to CSGO VRAD I forgot how bad HL2 light compiles could look.

tranquil oracle
#

Ah so you mean the lightmap seam?

#

That's just part of the lightmaps yeah

rustic holly
#

Did you make a branch of VRAD? Or what are you using to compile the lightmaps.

#

Leaked code from 2009?

tranquil oracle
#

Nah these are the original lightmaps from d1_trainstation_01

rustic holly
#

oh

tranquil oracle
#

We support loading the lightmaps from the BSP itself

rustic holly
#

so you have the lighting lump working

#

neat

tranquil oracle
#

Yeah

rustic holly
#

Model lump when smh

tranquil oracle
#

That's also supported

#

The map would actually be empty without it

#

Since the rendered brushes are just models in the BSP

rustic holly
#

do you support compiled Source 1 model formats? MDL and it's gang?

tranquil oracle
#

No MDL support (yet)

rustic holly
#

But you have the model lump working I guess

tranquil oracle
#

We only support compiled formats

#

I have no intention to support .map/.vmf files

rustic holly
#

mdl is compiled for source

tranquil oracle
#

By compiled I mean the .bsp file

rustic holly
#

oh so straight BSP port

tranquil oracle
#

Yeah

#

You use existing Quake/Source/GoldSrc/etc tools to make your map

#

and the game can just load the compiled .bsp

rustic holly
#

MDL is the compiled version of meshes in S1, obv. Are you planning on supporting those being mounted?

tranquil oracle
#

Not currently, GoldSrc MDL is planned at some point though

rustic holly
#

๐Ÿคฎ

tranquil oracle
#

Source is only really supported as a completeness gimmick

#

This is DUSK after all

#

lol

rustic holly
#

click the emote

#

and cringe

tranquil oracle
#

GoldSrc, Quake & BSP2 are the "main" formats

#

Source is more of a "haha you can load hl2 maps isn't it hilarious lmao"

rustic holly
#

What kind of material shading does DUSK support?

tranquil oracle
#

and also since it's useful for people making their own games when we release the code

#

DUSK is in Unity, so theoretically any kind

rustic holly
#

yeah figured

#

I assume it's just diffuses in the base game

tranquil oracle
#

Right now we don't expose custom material types though

slender knoll
#

thats gonna be pretty damn swell

tranquil oracle
#

It's just diffuse yeah

rustic holly
#

As someone who has to deal with trying to make a non-PBR Spec/Gloss game hold up to modern graphical standards, it is a fucking pain

#

Like I can get a way with baking the diffuse most of the time, but still

#

so much extra effort

#

Honestly pisses me off they haven't improved support for point specular, especially on world geometry

#

Like phong does the job, but it currently has such limits

tranquil oracle
#

The list of formats the game can "recognize" (not necessarily load, but most of them do actually load) is Quake (v28), Quake (v29), GoldSrc (v30), BSP2, BSP2 (RMQ), Source (v19), Source (v20), Source (v21), Source (v27), Source (L4D2), Source (Dark Messiah), Source (VTM:B), Source (Portal 2), Quake 2, Quake 3, RTCW, Dark Salvation, SiN, Raven (Jedi Academy, Jedi Outcast, SoF2), Titanfall, Heavy Metal FAKK 2, American McGee's Alice, Elite Force 2, MoHAA

#

that's off the top of my head

rustic holly
#

so what can it do with any of that info

#

tell the player fuck you in the console?

#

lol

tranquil oracle
#

The current public release of the SDK can load Quake (v29), GoldSrc (v30), BSP2, BSP2 (RMQ), Quake 3 & RTCW

tranquil oracle
rustic holly
#

Titanfall format tho

#

like

#

how would you work with that for DUSK

tranquil oracle
#

Titanfall is one of the formats that it doesn't actually load, only recognize

rustic holly
#

right that's what I mean

tranquil oracle
#

Since it would be insane to actually implement that lmao

rustic holly
#

so you're just implementing this for shits and giggles?

#

Gotta get your paycheck from Dave somehow ig

tranquil oracle
#

Titanfall is only in there since it took like 2 seconds to actually make the code recognize it

#

So if someone wants to actually support it themselves when the code's out, they can do that

#

Like this is the only code needed for Titanfall to get recognized

rustic holly
#

"Pilot, kill the Intruder."

tranquil oracle
rustic holly
#

That is such a fucking meme

tranquil oracle
#

It'd be hilarious to actually support Titanfall BSP but also a complete waste of time and resources

rustic holly
#

Gotta tell Kino Fabino this or something

rustic holly
tranquil oracle
#

and I don't think there are even any public mapping tools for it

rustic holly
#

not at all

#

I know ZooL has been fucking with vscript files for Titanfall, but that's essentially the most modding support it can get

#

maybe mount custom models idk?

tranquil oracle
#

Titanfall doesn't seem like a game that'd garner much of a modding community to begin with

rustic holly
#

well

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the issue with that is the average quality of community levels would be so much lower than the base game, it would honestly not be that great

tranquil oracle
#

Yeah, exactly

rustic holly
#

Like I think veteran artists and admittedly, someone maybe like me, could make use of the tools, but there wouldn't really be enough people like that to warrant publishing something like that.

tranquil oracle
#

It's a similar dilemma to stuff like RAGE (or to an extent, DOOM Snapmap)

rustic holly
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They abandoned Snapmap cause all the levels were shit. I understand now why they made those tools that way

#

a proper LD tool would not be used to its greatest effect by most of the community

tranquil oracle
#

Snapmap was conceptually cool, but was too limited in practice

rustic holly
#

older games, or more retro looking games have a much lower bar of entry

#

like DUSK and HL2

tranquil oracle
#

Yeah that's why DOOM has a much more vibrant modding community than Quake, for example

rustic holly
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Even like 99.9% of all CSGO maps are utterly garbage

#

Quake has pretty good modders

tranquil oracle
#

But far less of them

rustic holly
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Especially back in the day when I had smol brain

#

yeah

keen bear
#

I do not agree that quake has good modders lol

rustic holly
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one second

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Chris Holden for example

keen bear
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lol

tranquil oracle
#

There are a few, like you get the Slayers Testaments team

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Which is one of the most impressive Quake mods I've ever seen

keen bear
#

yeah, its like, an incredibly short list

rustic holly
#

wait maybe it wasn't Chris

#

I saw a thing on Twitter recently

keen bear
#

chris has done some maps

rustic holly
#

like a really cool sci fi map that used Designer for all the materials

tranquil oracle
#

The latest version of Slayers Testaments (which you can only get through the Discord currently) is just

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insane

rustic holly
keen bear
#

a map is not really a mod

rustic holly
#

oh wait

#

he reposted it, it isn't his level

#

it's this guy's

#

From my short experience (1.5 years) working my best to improve the quality of my art hardcore, I now see how much time you really need to spend to break into the scene. There is so much technical knowledge I need to know, even as an asset artist / set-dresser.

#

There's a very large handful of programs I need to be proficient with just to make a fully polished all-original asset

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I have a moderately large slate of work I need to get done over the next year and then at that point I am very ready to ditch Source 1. Even my two week foray with UE opened my eyes to see how much more fluid you can assemble ideas with newer working environments.

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And the node shader editing system was a god send, albeit I am still quite novice with it.

dusk dove
#

hey i made a halo reach balance mod (only for the first map right now because i have to copy the balance changes across literally every map in the game manually)

#

i forgot to add:

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the intended experience is normal, Heroic and Legendary were only playtested in coop

valid mural
#

does someone have the mod that makes you spawn bosses in sandbox mode?

indigo olive
indigo olive
keen bear
#

i said what i said

#

there are some good ones

#

but on the whole, the state of quake modding is much much worse off than it should be

tranquil oracle
#

you could probably count them on one hand with how uncommon they are lol

keen bear
#

mostly when you compare it to doom

tranquil oracle
#

note I'm not talking about mappers

keen bear
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^^^^^

toxic hemlock
#

do people even mod quake anymore all everyone does is maps

keen bear
#

mapping is a different case

#

well, the above linked game, Sprawl, started as a quake mod

#

so yes, it DOES happen

#

but its exceedingly rare when compared to something like doom

tranquil oracle
#

Quake just never got a "revolutionary" source port on the level of what DOOM got with stuff like ZDoom

#

So most information on how modding actually works in Quake is relatively obscure

#

Stuff like custom menus is like, entirely undocumented

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Most people don't even know the feature exists

toxic hemlock
#

i cant even find documentation on quakec that isnt "how to compile a model for your map"

keen bear
#

its functionally nonexistent

toxic hemlock
#

literally every resource i can find for quake is all just mapping

keen bear
#

the quake wiki is riddled with holes

tranquil oracle
#

It makes sense that most people gravitated towards GoldSrc for actual mods

#

The documentation there is still scarce, but most of how it works is just well-established software development

#

You compile a DLL, the game loads it

toxic hemlock
#

i would kill to learn the sacred art of quake 2 modding

tranquil oracle
#

With QuakeC you have an entirely custom language, you need a custom compiler (which one do I use? Which one is the latest? What features does this compiler have over others?), you need to know the difference between client-side QuakeC and server-side QuakeC for more advanced mods, etc

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And there's just, almost no documentation on any of it

indigo olive
#

nothing modern

#

Although this covers the FTEQCC updated implementation with classes and stuff

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I think that's why wrath save files arent forwards compatible too. the compiler does name mangling on the entity fields in the bg... it's interesting stuff

#

that ebing said... would never wanna use it in production

tranquil oracle
#

Seems like a major design flaw to copy the concept of name mangling from native-compiled languages for a bytecode format

indigo olive
#

Well the language doesnt have a way of manually dealing with memory, so their only option for emulating classes was to do that

tranquil oracle
#

If they wanted to add stuff like structs and classes to QuakeC, they should've added new metadata tables to the bytecode format

indigo olive
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(QuakeC doesnt have classes, they are a non standard feature added in FTEQCC)

tranquil oracle
#

afaik they already modify the format, so that should've been no problem

#

Yeah, regular QuakeC is very much just a barebones C clone

indigo olive
#

I think FTEQCC ius compatible with other sourceports no?

tranquil oracle
#

Maybe those ports added support for its variant

#

I swear I remember reading somewhere that it has its own modified format

indigo olive
#

it has it's own standard but I think it compiles down to comptible bytecode

#

I might be wrong

#

I went down the rabbit hole over a year ago now before deciding it was a silly idea

tranquil oracle
#

[*] -Tfoo
Instructs fteqcc to target a specific instruction set and output format.
Common options are: standard, fte, h2, dp, qtest.
You may prefer to use '#pragma target foo' instead.
Using -Th2 also enables some additional keywords in order to act like hcc.
Other targets do not.

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so yeah it's custom

#

different instruction set and binary format

indigo olive
#

I'd love to make a moddable quake style engine one day using a nicer scripting language like wren

tranquil oracle
#

I believe Wrath also further customizes the instruction set

#

They exposed some libc functions or something

indigo olive
#

I think they added some for showing images on the menu or something like that, their source port didnt have a lot of custom stuff when I last checked

#

sounds about right

#

they didnt open source a fork of FTEQCC if they have one

tranquil oracle
#

Yeah I just briefly looked at their changes to the QC VM

ancient sail
tranquil oracle
#

It's really unfortunate

#

Quake has a ton of potential there

toxic hemlock
#

quake 2 has even more

ancient sail
#

Thereโ€™s just no documentation at all, what exists is there as archive.org links pointing to dead forums. I think killpixel once said that one of their main goals was to document as much as they can for wrath.

tranquil oracle
#

Quake 2 sacrificed a lot by using native DLLs rather than a bytecode format

#

A change that made a lot of sense back then I guess for performance reasons

#

but these days it's a big compatibility problem

indigo olive
#

This is something you might have more of an insight into @tranquil oracle

I've been looking at old school C style gamedev and a pattern I see a lot is having a monolithic entity struct with all the native fields it needs, seems super wasteful of memory, it's what quake was doing until at least Quake3

is there a better paradigm used in languages like C without inheritance or composition?

tranquil oracle
#

DOD is pretty trivial to do in C (imo)

indigo olive
tranquil oracle
#

As in, having components, systems and entities (indices)

#

The monolithic "god struct" approach is certainly easier to get started with though

#

but it is indeed pretty wasteful

indigo olive
#

I'm guessing you'd just have the components point at the entities vs the other way around

#

to avoid having to have a generic list of ocmponents in the entity

tranquil oracle
#

The naive approach is that you have an array for every component type

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an entity is nothing but an index into those arrays

#

and systems just update the components they're responsible for

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So you have PositionComponent[], HealthComponent[] etc arrays

indigo olive
#

yeah, I do wonder if there are any old schol examples of that

tranquil oracle
#

Say I have a particular entity, I can access its components via positions[entity], health[entity], etc

#

I think Spyro was implemented using DOD & ECS

indigo olive
#

I know ECS is used in a few games atm, Overwatch being one

#

oh neat I'll take a lookie!

tranquil oracle
#

Obviously not something you can read the code for though lol

indigo olive
#

I assumed there was a decompilation project

tranquil oracle
#

If there is, I haven't heard of it