#general-modding
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honestly this looks nice
Thanks :)
^ wow, TTW is still alive and being worked on?! nice!
Yeah, 3.3 should've been out earlier this year... My bad!
what is TTW? I assumed it was related to tales from the wasteland but
this doesn't look like that
Tale of Two Wastelands, it overhauls NV by adding all of 3 to it.
It also updates Fallout 3 content to the standard of NV.
What I'm doing currently is adding iron sights for all energy weapons.
Started playing that for the first time a few weeks ago. It's pretty dang good.
Super Mutants are a bit tanky though in the beginning
Could you explain better what you mean by "adding"?
How are they connected ? if the two maps are connected
Via train, there's an added quest to re-enable an old railway line from DC to Vegas.
It sounds like a dream
Went back to this old game
Thought I'd just design a small level lol
๐
2.5D superhot looking nice looks nice
Made some rock models for my CS map
Still have to work on making custom palm trees now
Looks neat
WE HAVE COOP
YEAH
Technical article about converting quake levels and demos to blender. Might be useful to some people.
Woah that looks great
that's just one of the default preview meshes for the material
Awesome
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
332
https://youtu.be/S0JVZN4HMxE
here's a vid if youtube is more your style ๐
Wishlist on Steam: https://store.steampowered.com/app/1549690/SPRAWL/
Follow development on Twitter: https://twitter.com/SprawlFPS
Join our Discord: https://discord.gg/4kVen5XDfn
SPRAWL is a movement focused cyberpunk retro-FPS with an emphasis on high octane combat.

David Oshry shared my Dusk showcase map on twitter. Holy Shit.
Speaking of things Dave said on twitter
https://perfectly-spherical.tk/posts/hwrk-devlog-1/
Iโm working on a game, in case you didnโt know. This might not be as surprising as youโd think, depending on how well you know me. Iโm basically always working on something. That said, a little while ago THIS happened:
Combination https://t.co/21MhdYvSkx
โ El Oshcuro (@DaveOshry) June 20, 2021 In case you didnโt know, thatโs the guy who runs Ne...
the important parts:
https://i.imgur.com/2jRVKbt.gif
https://i.imgur.com/AMKfdmS.png
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
i'm definitely gonna have to think about making the bolt shinier, otherwise it might be hard to pick out in flight
Huehehehehe... happy fucking halloween!
Download : http://www.mediafire.com/file/3i43wowx511hukw/ANX_The_Catacombs.wad
UPDATED and reluploaded in MODDB : https://www.moddb.com/games/doom-ii/addons/the-catacombs
"Remember: No Cultists."
I'm not 100% sure what I'm gonna do texture-wise, for now I just wanna get good-enough assets to make the vertical slice with
Fair
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
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
https://cdn.discordapp.com/attachments/751983667815120946/857433186732474378/unknown.png
https://cdn.discordapp.com/attachments/751983667815120946/857432828581380096/unknown.png
https://cdn.discordapp.com/attachments/751983667815120946/857432759117807646/unknown.png
https://cdn.discordapp.com/attachments/773487716021043201/857433092230479892/unknown.png
csgo moment
map I've been working on for the last year or so, over the course of a few development periods
finishing up the third and probably final update
That looks pretty sick. I'm seeing a lot of long sightlines tho. I imagine the beachhouses are where the close quarters stuff happens?
this is already been playtested and the last version was on the Mapcore Faceit Hub. The original version was 10th place in the wingman contest that was hosted last year.
sick
it's been too damn long since I last played CS
Released an update to one of my Ol' jam games
oh onooooooooo oh fuck help
Yeah, I've put Red first as reference to the communism and as my old told me, russia is still communism but better then URSS
They drop like flies
#gamedev #madewithunity #pixelart #retroFPS https://t.co/rzBbmkx4EM
yo I made a zombie but I forgot to add a texture for pants
my first crate vs my newest crate. Little over a year separation
https://cdn.discordapp.com/attachments/570727958575054883/859574546574606386/unknown.png
very cratey
gotta respect the counter-strike classic
Meat 
still workin on a texture but for now he's just quake zombie aesthetic
Burh
He's doing the you know I had to do it to them pose
Why he walkin' like he's doing a Michael Jackson dance.
@wet jackal that's looking good
going from "how tf do modeling work" to "wait this makes sense" in a week has done wonders for my confidence
The madmen are voxeling almost every tile WORTHY of it...
what in the goddamn
BLOOD... LIVES... AGAIN
Progress: Slow and Steady Right now Iโm working part-time at Amazonโyes, that Amazon. Luckily, I work in an airport warehouse, and itโs slightly less hellish here than it is in the dreaded Fulfillment Centers, which are exactly as dreary and dystopian as youโd expect. Unluckily, itโs still modern capitalism, which means itโs still fucked.
The go...
Second week (well, more like second weekend) of work on Hellwave Roadkill.
How tf did they make such a complex tree
oh, also some footage of the dood movin' around
https://twitter.com/dan_breez/status/1410436010069090304
Got some animation work done, and now it's in the game! So far I've only done the walk cycle, but I'm pleased with how the model turned out. TODO: pants.
#HellwaveRoadkill https://t.co/pK0Q0zabEB
went with a much lower framerate here because doom's sprites only have room for 30-something frames
he do be shamblin
i gotta get active here so i can show off my ultrakill bfg mod goddamnit
then get to it
Pog
you can fit 35 frames in second
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
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.
That looks fuckin rad
i know
you can name frames whatever you like so technically its doable
but it would be kinda neat if naming scheme was lifted
I honestly don't want to deal with trying to squeeze extra frames in with the sprite name
that said, I do still have the model, so like
if I get published
hinthintwinkwink
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
Oh, one thing that I've seen used to great effect as a "how long until this hits" indicator: Draw the edges of the hitbox, then fill in the center with a solid color, kinda like you're doing with that meter.
That might actually be a little better here because it would be easier to see tbh lol
Except I'm not sure where to place it because I don't want anything overlapping the enemy or too close to the red tiles lol
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
Oh you mean make the meter be the red tile ?
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
I rather replace the projectile tracers by the A_RailAttack thing because the only problem with them is that water fuck their trajectory, so I believed that that setup should be better for the gameplay mechanic rather than esthetic.
Now what? You gonna tell me it looks like some taser?
good news: i got a pretty good shader put together for bodymode in HWRK
bad news: all of my renders have transparent feathery edges
I should work out what to fiddle with in Blender to make that not happen
Damn. Looks really cool. What engine are you using ?
This is GZDoom, which is the result of 27 years of adding stuff to Doom 2.
Noice
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...
Turbo overkill ?
I hadn't heard of anything by that name. I think the one I'm thinking of was Selaco or something along those lines...
There's that as well lol
Selaco
Lol. I saw on twitter
It's insane
But you really should see the trailer for turbo overkill. I think even that's GZDoom.
It's unbelievable lol
it will prove itself at release
it's kind of amazing how good gzdoom is as an engine
its very good for beginners
I'm considering moving to something more modern if I can secure funding, but gzdoom is just so good for prototyping
it helps that I'm already very familiar with it thanks to years of half-finished weapon mods
if the beginner wants to do something more crazy prolly hes gonna scratch his head
Any prerequisites for it if I were to ever try it ? Lol
download GZDoom Builder, Slade, check how decorate/zscript/ACS works and youre good to go
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
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
knowing doom engine quirks also helps a lot
Any Docs ?
guys check out my doom mod "thing that would never run on the doom engine"
some of the wiki info is a bit outdated, though
its not really beginner friendly
you can also look around in the zdoom discord, the community's generally friendly and loves sharing tricks
there plenty stuff not properly described/explained
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
gzdoom trying support everything means you have several similar actions/specials that do the similar thing and are named very similarly
i'd go into more detail but it's 6:30 AM on my end and I have gotten zero sleep
Ouch. Night then lol
one other thing
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
and now i pass the fuck out
have a nice death
@hazy sorrel when's Damid Beevil coming out?
never
Damid beevil is coming 
The video may be an hour long, but it covers the front-to-back of what you will need to know to start playing Hideous Destructor, a squad-level realism mod for GZDoom that blends deep and rewarding tactical combat with an endless supply of maps and monsters.
Download Hideous Destructor: https://forum.zdoom.org/viewtopic.php?t=12973
GZDoom, the...
anyone heard of Hideous Destructor?
YOOOOOOOOOO
HIDEOUS DESTRUCTOR IS THE BEST SHIT EVER
Unironically some of the best gunfeel in the games industry right now, just because of how weight and length affect gun handling
anyway I did thing
#ScreenshotSaturday Did some more work on the "body mode" shader for #HellwaveRoadkill. Now it has film grain.
You might be thinking that this is shaping up to be all the brown-and-bloom art direction tropes, and you're right. There's thematic reasons for that. https://t.co/HGntJBuLgI
horrible
disgusting
repulsive
souls-like
Quake lightmaps + constant depth poly rasterizer under 100% cpu ๐
(visual artifacts fest, small room but 6dof texture mapping so don't care ๐)
#pico8 #lowpoly #quake
(reusing @gamecactus Poom tileset for its excellent color ramp) https://t.co/QyMzJmn1Xt
that dude is nuts
he's wilding
[angry doomer noises]
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
but then you learn about the movement mechanics
and central nervous system hits
and you start to get an appreciation for how the guns have weight and inertia in your hands
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.
sounds like very bad time
and then you see shit like this
Wanted to do this for a while now. Go back to my old videos on the same three maps and compare just how far both the mod and my gameplay have come. It's really been quite the experience following this mod for so long.
i rather not be like this person
[loads shotgun with tactical intent]
oh yeah that's the other thing
HidDes is actually built to be extensible with other mods
which is rad as fuck
not really
Hdest is a acquired taste but once it clicks with you it really clicks like how people enjoy ultrakill
From one of the more skilled players of hdest
Just when i thought I was out, Hideous Destructor drags me back in.
Download links:
Hideous Destructor - https://forum.zdoom.org/viewtopic.php?t=12973
Bootcamp - https://forum.zdoom.org/viewtopic.php?f=42&t=65873
Find me elsewhere on the net:
Twitch โบ https://www.twitch.tv/mr_icarus/
Twitter โบ https://twitter.com/ICARUSLIV3S
Pat...
There's also this
Turbo Overkill does not run on GZDoom ๐
Yeah its unity
wow this hdest thing looks boring
if its not compatible with brutal doom im moving on to the better mod that starts with hd

map 1 initial blockout done https://youtu.be/2FXyDQMpclo
where do i wishlist this
can't
I'm planning on just releasing it on itch as a pay-what-you-want sort of deal
have the soundtrack as a bonus for anyone who pays for it
ayy this looks fun
gravity reminds me of fooling around in CS with console commands back in the day
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
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
speen
copied over the HUD from the original roadkill project, it'll do nicely for now
I've now implemented Soulmode/Bodymode switching, bound to the key reserved for Reload.
You'll automatically be booted out of Soulmode if your Serum supply runs too low.
I plan on having a separate weapon for Soulmode, to handle enemies dropping health instead of serum when killed in soulmode.
https://cdn.discordapp.com/attachments/689213470490886195/861790818586460180/Modder_Test_Map_-_Freedoom__Phase_2_2021-07-05_21-05-26.mp4
And now the monster has a (somewhat placeholder) death animation.
flat sprite noice
Ded
I always felt like the flatsprites weren't used often enough
it's a damn good engine feature
marred by a belief that they have performance issues
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...
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...
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...
Looks great
Looking good man! ๐ค
https://www.youtube.com/watch?v=BxLAKjLyUfY
Just showin' some stuff I made for my game... if it's allowed there
just released a map for csgo with some of my favorite mappers
I was in charge of a lot of the workhorse assets, like the concrete materials, doors, signs, light models, etc
YOU AGAIN
You keeping a tally on where weโve stumbled into each other? Iโve lost count.
One of my favorite design tricks from Valve and the Source Engine is "displacement surfaces": they first build the level as a square, and then bend it into shape to seem more organic. Remember that climatic helicopter boss in Half-Life 2? Here's the arena, and how it was made! https://t.co/WU2GKrfUMh
555
3009
and G-Man looked upon Eastern Europe and said
let there be Wolfenstein 90 degree walls
efficient way to create plausible environment
Efficient, yes. Also less triangles though
wrong chat sry
has anybody tried to put one of the Dusk endless maps into BO3 Zombies, since Dusk now has something like Nacht Der Untoten?
i tried to insert Dis into arcane expanse but it didnt worked out well
working on a mod for oldschool game - Cortex Command
https://cdn.discordapp.com/attachments/493464567758848003/862701012535214080/2021-07-08_16-24-05.mp4
I messed up lights recently and just fixed them lol
Made a first level for my game! Gonna polish it someday but the body is done!
BONG Dinner's ready boys, form an orderly queue!
Don't make me come down there ....
It is time. @AgeofHellGame demo will be made available to beta test group Patreon supporters THIS WEEKEND.
https://t.co/HJX9NGhkYj
#screenshotsaturday #gamedev #indiegame #ageofhell https://t.co/MylAZaPKGF
you really are going to make me download Cortex Command once again, huh?
make sure to check out the Cortex Command Community Project instead of the steam one
a lot of improvements such as new sounds and rebalance
Do they have an actual linux build instead of a sticky note with "TODO: add linux binary" on it
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
just for the record I was here before you were published by newblood
I really hope it will happen one day! Still need to polish it SO HARD to do it
Thanks!:smile:
My newest mod is finished! go download Gunslinger Set, a gameplay mod where you play as a Dimension-Hopping, Cthulu Worshipping Gunslinger!
https://t.co/LV2X5Un2nE
GONNA GIVE THAT A RUN!
Great sprites
Looking cool man! Quite a damn thing!
Started work on a farming sim using Prodeus' level editor (to pay tribute to the one someone made in Doom 2016 ofc) https://cdn.discordapp.com/attachments/859636338345115648/864688500573208576/farming_sim_preview.mp4
*mog/mongoose
Fucking around with jumping physics today. Built me a sort of fake strafejump; you don't have to match movement keys to turn direction, but you do have to be pressing a movement key. I barely understand what I've done here, but it works. #HellwaveRoadkill https://t.co/hmbjdTmU4c
y'all want some strafejumping?
i would install zmovement then
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)
i c
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
Was bored
Thought I'd try a small arcade game
@desert shard what engine?
Unity
workin on final boss music
(gonna be chopped up in-game since it goes across multiple stages)
Do you have a disco dance off against the boss
lmoa
nobody:
literally no one:
me, on zero hours of sleep and a ginger beer: "but what if doomguy moved like he actually WAS wearing rollerskates"
https://cdn.discordapp.com/attachments/205476567802052618/865222935685496882/Modder_Test_Map_-_Freedoom__Phase_2_2021-07-15_08-26-19.mp4
okay but this is sorely lacking the sound of rollerskates
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?
We're no longer publishing Maximum Action, which is why the channel's gone
Maximum Canceled
ah
@fallen kayak nice alt
Lmao
exactly what i was thinking 
Ego 2 big 4 alts
wot
It sucks that Maximum Action and New Blood are no longer together... it was such a great couple
The soundtrack was amazing
I am very aware and will fix this as soon as I'm done adding shotgun jumping
is that the death star 2 sequence from that one star wars flightsim
not at all
i love beat saber
also turn off the fucking particles
- wrong
- absolutely not
i love rwby
correct
I love singularity.
Is that motha fucking CSGO SURFING???
ratchet and clank ๐
Pongeon crawler
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
Just to make sure as many people here know as possible, Take-Two have been going heavy with the DMCA's this week, first starting with GTAV map mods like GTA3 Portland, Vice City Overhaul, etc, which is fair as they fell under the "agreement". Oh wait... What's the "agreement"? The "agreement" cam...
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
gameplay mods or levels?
either
I only ever play with vanilla gameplay
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
Back To Saturn X chapters 1/2
Probably a ton more
out of these which are your favorite?
Sunlust, Eviternity, Sunder, Scythe 2 and Alien Vendetta
that is literally the most basic wad list
I'm still having fun
in a sort of masochistic way
I'm on sunder and I just got to the part after you pick up the super armor
Sunder is an absolute bore
"firing rockets at 100 barons in a straight line" type beat
It's fun with some gameplay mods
Not a fan of the level design per se though
A lot of switch hunting
Architecture is a thing to behold though
I just dislike the combat
Yeah Sunlust is much better in that regard
Sunlust's more so combat puzzles than classic Doom gameplay of exploring levels, with natural-flowing combat
not a fan but I can see the appeal
sure wish so many wads weren't trying to blatantly copy it down to its visuals
I'm gonna try out sunlust since Sunder just seems like wave after wave of archviles mancubuses and other tough demons
so does Sunlust, specifically designed to fuck you over and make u rage
but it doesn't drag like Sunder does
I recommend Sunlust on lower difficulties, it feels more balanced like a Serious Sam game that way
what kinda gameplay do you want
Alien Vendetta's more my deal with its identity being how varied it is
and the classic and challenging gameplay
as far as slaughtery maps, I come back to Valiant again and again
it's technically just as nasty as Sunder is but it just feels so much more interesting
Sunder's the basic bitch """hardcore""" wad ngl
where the monster placement doesn't feel smart but more so inflated
but it's just...yeah
how many fuckin imps in map01?
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?
it really is just a better-looking Hell Revealed
not to mention the archvile, two revanants, and 4? hell knights
just to get to that point
and to bust your balls even more they give you a chaingun and SSG right after that
as much as I hate archviles, that one isn't really a threat because he's got no bodies to work with
you kill him first
and since I only play Sunder with something like Russian Overkill...
but the second one that comes into the area
Archies don't need bodies to work
just need to cover the whole room and not let you leave cover
they're significantly less threatening when they can't create meatshields, though
the real threat with an archie is running out of ammo
anyway, gameplay mods
there's so many fuckin gameplay mods
never liked many
and there's some wild shit out there
I got really addicted to Hideous Destructor for a while though. That one really clicks
doom fans 
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?
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?
that last one sounds badass ngl
take your pick, strangah, whaddaya buyin'?
you want a hyper-simulationist tactical milsim kinda game?
too bad the mod that does this controls like shit

which one would that be
1v1 me in hideous destructor right now m8
hideous destructor
how does it control like shit?
you mean the extremely customizable one
why would i play a mod that controls like shit
that you can change to be what you want
i will crouchslide circles around you and punch you into orbit
fuckin leaf brain
"hm yes today i will require unloading a magazine to take 7 different keys and not let you leave the menu"
what?
getting rwby fan vibes from this one
who the fuck watches rwby
anyway here's the link
https://forum.zdoom.org/viewtopic.php?t=37066
Discussion about ZDoom
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
wait that's an actual wad
very much on the high end of the power scale, play with something on the slaughtery end of the monster scale
yeah, controlled bad so i stopped
it's not worth it raiva you should hear him lose his mind at video games in vc
it explains everything
if I could get to understand HDest anyone can. I'm an actual ape brain
and copy in the "UNRELIABLE? UNFOCKINGRELIABLE!?!?" audio over it
well i'm glad for you
you can reliably pistol Hell Knights to kill them
doesn't mean it controls well
if you mean HDest
god
it controls as well as it can. You simply got filtered like most people
it always amuses me just how stupid some of the hdest strats get
9mm is good at penetrating demon shields
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
it won't load, keeps crashing and says "Script error, "Guncaster.pk3:menudef.txt" line 27:
Unknown keyword 'Size'"
what version of gzdoom you running?
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
gzdoom's better than most projects about compatibility
but "most projects" includes shit like Minecraft "Let's Change The Entire Model Spec And Fuck Over 80% Of Mods" Forge so
I wouldn't say it's better because it does just enough so that a lot of mods don't work with newer versions
at least you get deprecation warnings on things like A_FireMissile
oh shit my version's old as hell
yeah I bet you just need to update
yeah
just loaded it with gzdoom 4.6
same
nice
I just had a really outdated gzdoom
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)
how do you get more spells?
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
link?
Discussion about ZDoom
the chaingun replacement is an XM8 with the underbarrel GL converted into a pistol
what in the name of fuck
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
I wonder which version you had 'cause i make my mods with 1.8.6 on mind which is almost a decade old at this point :P
I had 4.4.2
what have i done
well you forgot the materials
You forgot to install UK source
gmod
how do i decompile ultrakill
been trying to but when i open the project in unity it crashes
god bless terragen 4 https://i.imgur.com/douRxLZ.png
wonderful tool for skybox stuff
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
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
why texture the map when you can simply work on atmosphere and nothing else https://youtu.be/UxtqM1qvPag
Looking nice.
whats the game called?
Sharing progress on making second level... or a third... i don't know!
Just sharing progress on a third level...
there is no second one ready but anyway
Lol
i made 24th level
the title is "chasm"
i need to make 23 other levels before it tho
try AssetStudio
Why hello there fil...
The sky
nice
https://steamcommunity.com/workshop/filedetails/?id=2538231993
The locals are unhappy with the new resident on the island.
celery - Level design, art
Peake - Art, optimization
Sir Thomas - Art, optimization
Animation by John CO.
https://www.youtube.com/c/johncovideos
Music by Barioncr
https://www.youtube.com/c/Barioncr
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
So, I was making this level for so long time and to be honest I kinda like it! That Prodeus soundtrack didn't loop properly for some reason, so there was no that SMASHIN' part.
Music: Prodeus - Nether
Quake - Life
LMAO HASHTAGS???
#retroshooter #indiegame #indie #gamedev
AYOOO I FINALLY DID IT
animating doom mod in 3D software?
yes
and it's not doom mod but a GZDOOM Game
not my sprites, used for experiments after making animations with 3DS MAX
No
Heavily modified Complex
Nope

Nope
Ok
God i have so many questions
- Why are there so many weapons
- Where's the monsters in the maps
- Is that texture filtering on
- Why in gods name would you want an arsenal that needs a dictionary to navigate
- 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.

1.Cause most weapons has it's own mechanic + way of use
2. Map is not finished-here will be ~ 40 000 mobs and it is not slaughter map. ~20 keys and ~ 6 ways to pass it
3. don't remember
But problem is shitty limits of GZdoom and Zandro
Read first one,almost same answer, besides who knows mod-like it
so you mean to tell me every single weapon in that gargantuan arsenal has a unique use & can't be substituted by another
Most are, they have their own species and way of use-some of them ye-almost same but have few changes. When we will move to our own port-we will redo it a lot also
Besides you can always drop those which you don't want to use
port of the old game from the ZX-Spectrum. that is able to online
https://www.youtube.com/watch?v=GoSJfhyIUnQ
That's fucking contra music
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
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.
Not so perfect yet
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
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
That sounds amazing, thanks for the info
Also, is there any place where people post their mods? I haven't seen one
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
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
That's nice to know, thanks for the answer ๐
hakita does have a problem with people who post images about cut / unreleased content they decompiled or whatever
yeah, i had assumed he was talking about the context of modding
obviously spoiling content is just rude
Well, of course I'm not doing that
Thanks for clarifying though
as long as you aren't using it to cheat leaderboards
๐
3 people with baseball bats?
Dave sends his henchmen to people's houses when they mess with the leaderboard
yup, good intentions & dont do bad
I did that back when maximum action added them
Hmmm
Added roll dodging and a simple enemy type
Updated version of ported games from Spectrum/ DTE/ v 1.1
dte_v1.1
ะะพะฑะฐะฒะปะตะฝั ะทะฒัะบะธ ะบ ัะพะพะฑัะตะฝะธัะผ.
ะะพัะฐะฑะพัะฐะฝ ะฒัะฒะพะด ะทะฒัะบะพะฒ ะฒะทััะฒะฐ.
ะะพะฑะฐะฒะปะตะฝั ัะฐะบะตัั, ะทะฐะฟััะบะฐัััั ะฐะปัััะฐะตัะพะผ.
ะะพะฑะฐะฒะปะตะฝั ะฑะพะผะฑั ะทะฐะผะตะดะปะตะฝะฝะพะณะพ ะดะตะนััะฒะธั, ัััะฐะฝะฐะฒะปะธะฒะฐัััั ะบะฝะพะฟะบะพะน ะธัะฟะพะปัะทะพะฒะฐะฝะธั.
ะะพะฑะฐะฒะปะตะฝะพ ะพะถะธะดะฐะฝะธะต ะฒ ัะบัะธะฟัะต ะธะณัะพะบะฐ ะฟะพะปััะธะฒัะตะณะพ ัะฟัะฐะฒะปะตะฝะธะต ะดะปั ะฟะตัะตะทะฐะฟััะบะฐ ะฑะตะท ะฒัั
ะพะดะฐ ะฒ ัะฟะตะบัะฐัะพัั....
Looking for any feedback
I have no industry experience or formal training
no idea if technical experience carries over from source to something more desirable like ue/unity
Blender and substance skills are great though
Yeah, I work in a PBR workflow
With modern software
Iโve 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
Tbh I might recycle ideas from it, but idk. Iโve kind of moved on.
yeah makes sense
Iโm going to be working on a pre-animated game pitch with my animator friend, so thatโs going to be by next big big project after my next CS map.
sweet, hope it goes well!
Thanks
WIP crate Iโve been working on for my next CS map
Faking PBR has become my specialty ๐
Since Source only has phong and cubemap
Yup it is
update
Some screenshots of the second map of my game
Gonna complete it tomorrow, and rework the first one... I guess!
That looks cool as hell
Thanks man!
Love the aesthetic you're going with here
It's not FULLY ready yet, I need to adjust lighting, add some effects and maaybe balance fights. I hope you enjoy it!
I plan to rework the first mission after completing the second one and then finally finish the last, forth mission which is a boss-fight
New monsters - lava creature and shotgunner... well, you see how they work.
Music - Sonic ...
It's not fully finished, I need to add some effects and... add end mission screen lmao
Thank you.... if you are talking about my project ๐
I was lol
Teleporter lab, remaking the first level so it will actually look like a damn intro
Just by curiosity and because I'm also trying to make my own game, if there any specific reason you're using blender for level design?
Alright, yeah I was mostly asking that because there's also Unity probuilder which I heard mixed things about
That does sound interesting, I am used most to Trenchbroom and am going for a late 90s early 2000s look
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.
Yea, this would be the best bet for ya
Probuilder 
so there wouldnt be an issue with me decompiling a bunch of enemies and such and assembling them in a blender file for people to use then yeah?
Nope
fuck yeah glad you guys are so cool about it
People have already ported stuff to gmod etc lmao
yeah i just figured that was the sfm model u guys gave out tho
It's cool to see if anything
sick
is it possible to have custom music in ultrakill cyber space? ;v;
oh damn.
More seriously, it's just not a priority feature right now
ey zombie remember i mentioned that big save file with a bunch of assets
would i be allowed to link it here?
I don't personally see an issue with it
If it's just Blender assets to use and shit
Nah, this is for people making content like videos
Or porting stuff to gmod or whatever else
^
aw
That looks awesome
That weapon viewmodel is one of the amazing examples of foreshortening perspective.
cant wait for the nice outline to be destroyed by colors and shading
The bdsm super shotgun
konrad im gonna destroy your outline with colors and shading
holy shit
Woah, that looks awesome
this guy drinks concentrated talent every morning
ja, it can be that way
Here's Skyrim with over 500 mods and ray tracing. https://t.co/NI6MDJhj8s
274
2880
buy. this. game.

purchase skyrim
16 times the detail
i wonder how long it took to come up with a mod load order that didnt result in skyrim shitting itself instantly
That's exactly what I was thinking
Yea
Worked on a crate for fun tonight
CSGO, so non-pbr spec gloss
I did process an image into a tiling material for the cloth/plastic material
with proper normals and specular
Nintendo hire this man
Valve, hire this man
lol were you around when I showed off my Mario Sunshine UE5 environment? ๐
how to play custom maps in ultrakill?
Delete system 32
LOL
play dusk instead
some mapping stuff I've been working on in CSGO
just a styleguide for my map
lookin' good
ty
unfortuantely we dont work in source lol
My workflows translates to all modern engines
I think I showed you my UE5 scene?
My workflows can also easily translate to non-PBR Diffuse-based shading models
we dont use ue5 either :)
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
but yes, i totally get it
i was kidding as well
if you actually are interested, you can always email dave

but we can work with BSP 
Source BSP support for Dawn/Dusk SDK when
I thought he was already working on that
Yeah I already have Source BSP supported in the next patch lol
That also sort of works, it recognizes those maps but I haven't bothered to make them load fully yet
Titanfall bsp support when
like i said
no one cares about titanfall
madman actually tried it
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
do modified cars count as modding?
I assume it only supports brushes and lightmapped materials?
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)
lightmaps look strange, but that's cool
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)
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
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
oh wait do you mean the stairstepping?
that's just because the lightmaps are low-res
nah
The edge artifacts. Maybe I am so used to CSGO VRAD I forgot how bad HL2 light compiles could look.
Did you make a branch of VRAD? Or what are you using to compile the lightmaps.
Leaked code from 2009?
Nah these are the original lightmaps from d1_trainstation_01
oh
We support loading the lightmaps from the BSP itself
Yeah
Model lump when smh
That's also supported
The map would actually be empty without it
Since the rendered brushes are just models in the BSP
do you support compiled Source 1 model formats? MDL and it's gang?
No MDL support (yet)
But you have the model lump working I guess
mdl is compiled for source
By compiled I mean the .bsp file
oh so straight BSP port
Yeah
You use existing Quake/Source/GoldSrc/etc tools to make your map
and the game can just load the compiled .bsp
MDL is the compiled version of meshes in S1, obv. Are you planning on supporting those being mounted?
Not currently, GoldSrc MDL is planned at some point though
๐คฎ
Source is only really supported as a completeness gimmick
This is DUSK after all
lol
GoldSrc, Quake & BSP2 are the "main" formats
Source is more of a "haha you can load hl2 maps isn't it hilarious lmao"
What kind of material shading does DUSK support?
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
Right now we don't expose custom material types though
thats gonna be pretty damn swell
It's just diffuse yeah
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
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
so what can it do with any of that info
tell the player fuck you in the console?
lol
The current public release of the SDK can load Quake (v29), GoldSrc (v30), BSP2, BSP2 (RMQ), Quake 3 & RTCW
Let you map with that particular game's tools, or load its levels if you want to do that for whatever reason lol
Titanfall is one of the formats that it doesn't actually load, only recognize
right that's what I mean
Since it would be insane to actually implement that lmao
so you're just implementing this for shits and giggles?
Gotta get your paycheck from Dave somehow ig
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
"Pilot, kill the Intruder."

That is such a fucking meme
It'd be hilarious to actually support Titanfall BSP but also a complete waste of time and resources
Gotta tell Kino Fabino this or something
yeah cause all of the levels are entirely mesh based
and I don't think there are even any public mapping tools for it
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?
Titanfall doesn't seem like a game that'd garner much of a modding community to begin with
well
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
Yeah, exactly
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.
It's a similar dilemma to stuff like RAGE (or to an extent, DOOM Snapmap)
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
Snapmap was conceptually cool, but was too limited in practice
older games, or more retro looking games have a much lower bar of entry
like DUSK and HL2
Yeah that's why DOOM has a much more vibrant modding community than Quake, for example
But far less of them
I do not agree that quake has good modders lol
lol
There are a few, like you get the Slayers Testaments team
Which is one of the most impressive Quake mods I've ever seen
yeah, its like, an incredibly short list
chris has done some maps
like a really cool sci fi map that used Designer for all the materials
The latest version of Slayers Testaments (which you can only get through the Discord currently) is just
insane
a map is not really a mod
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
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.
And the node shader editing system was a god send, albeit I am still quite novice with it.
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:
the intended experience is normal, Heroic and Legendary were only playtested in coop
does someone have the mod that makes you spawn bosses in sandbox mode?
AHHHHHHHHHHHHHH
https://twitter.com/SprawlFPS/status/1426317229650493448
Our new gameplay trailer drops TOMORROW at #RD2021!!! ๐
REALMS DEEP 2021 (13TH - 15TH AUGUST)
#gamedev #madewithunreal #UE4 #fps #SPRAWL https://t.co/8ndotI3k0W
one of the spicier takes I've ever seen I'm not gonna lie ๐
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
you could probably count them on one hand with how uncommon they are lol
mostly when you compare it to doom
note I'm not talking about mappers
^^^^^
do people even mod quake anymore all everyone does is maps
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
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
Most people don't even know the feature exists
i cant even find documentation on quakec that isnt "how to compile a model for your map"
its functionally nonexistent
literally every resource i can find for quake is all just mapping
the quake wiki is riddled with holes
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
i would kill to learn the sacred art of quake 2 modding
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
And there's just, almost no documentation on any of it
there are a few txt file manual s but it's super dry language spec stuff mostly
nothing modern
Although this covers the FTEQCC updated implementation with classes and stuff
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
Seems like a major design flaw to copy the concept of name mangling from native-compiled languages for a bytecode format
Well the language doesnt have a way of manually dealing with memory, so their only option for emulating classes was to do that
If they wanted to add stuff like structs and classes to QuakeC, they should've added new metadata tables to the bytecode format
(QuakeC doesnt have classes, they are a non standard feature added in FTEQCC)
afaik they already modify the format, so that should've been no problem
Yeah, regular QuakeC is very much just a barebones C clone
I think FTEQCC ius compatible with other sourceports no?
Maybe those ports added support for its variant
I swear I remember reading somewhere that it has its own modified format
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
[*] -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.
so yeah it's custom
different instruction set and binary format
I'd love to make a moddable quake style engine one day using a nicer scripting language like wren
I believe Wrath also further customizes the instruction set
They exposed some libc functions or something
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
Yeah I just briefly looked at their changes to the QC VM
Closest thing is FTE, which is great, but undocumented, and isnโt backed by enough people in the community to ever take off.
quake 2 has even more
Thereโs 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.
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
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?
DOD is pretty trivial to do in C (imo)
yeah cross platform modding I imagine is a massiv epain now
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
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
The naive approach is that you have an array for every component type
an entity is nothing but an index into those arrays
and systems just update the components they're responsible for
So you have PositionComponent[], HealthComponent[] etc arrays
yeah, I do wonder if there are any old schol examples of that
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
I know ECS is used in a few games atm, Overwatch being one
oh neat I'll take a lookie!
Obviously not something you can read the code for though lol
I assumed there was a decompilation project
If there is, I haven't heard of it




