#Quake 4 lightning gun
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I thought it used loki ammo
Which is infinite
Do it
Infinite ammo with overheat for primary fire
Power cells for alt fire
π
also idk if these are good or bad news but the overheat skip issue is happening less often, but more inconsistently
so its less likely to happen but also more unpredictable
As I understand it heat is generated per shot. I suspect that insane fire rate is causing the issues. Can you raise heat capacity/lower heat generation for gun to last 5 seconds?
Add more details to animation like claws flipping and capsules acting chaotically(one is rapidly closing and opening, other is stuck and the third is struggling to close). At the end of animation doorguy just punches the gun, intimidating it to work again
This could also be used to increase the duration of overheat, making it more punishing
good idea, would add a lot of character to the anims
Currently each shot adds 2 heat, and the gun fires at 2000 rpm (0.03 seconds per shot), not sure if that lasts 5 seconds since I haven't done the math nor counted
previously the heat per shot was higher, to make getting to the overheat point faster
Lower the heat to 1 and count how long it can fire before overheating
IIRC it overheats around 100 heat
if I did my math right it should be overheating around 1.5 seconds of continuous fire
by that logic, if I set the heat per shot to .6 it should last about 5 seconds
Making it last 10 seconds for babed version is gonna be a challenge
not really
just gotta halve the amount
make it .3 instead of .6
though from playing with heat enabled for a bit I think 5 and 10 seconds might be too long tbh
cuz even with it set to that I barely ever ran into overheating
since true, continuous firing isn't something that happens very often, the gun gets a lot of chances to breathe and let its heat meter cool off
We can fine tune the numbers
But honestly I'd love to fire longer without overheat. More fun that way
coming back to this. The way I see it swaping to alt fire should always sets it mag size to 0, so you'll have to start charging(play reload animation) which you can interrupt to fire
I was thinking the same thing
recently figured out that all I need to do that is to plug a negative number into the reloadinsertammo animation event
so it would basically just have an animation event that adds -30 rounds every time you go into alt fire
hah, nice
progress report: it don't work
I did, the issues I had were mostly stuff it didn't cover
Ask andrew for guidence?
one of the issues I had was properly playing each charge level anim (it would instead just replay the first one thrice)
he could probably help with that
but for some reason the burst shot wouldn't fire less than 2 shots, and I couldn't really mask the fact there were multiple projectiles being fired
Overall idk if this can be viable with some more work or not tbh
the biggest issue I'm having is the fact that the gun is already in a pretty complete state, so its very easy to break it when I start messing around with it and hard to get it back into a functional state
I'm gonna mess around with this concept a little more and see what I can get out of it
gonna make a separate, extremely barebones gun so I can test this without breaking the lightning gun
Be sure to ask andrew. He should help out
Cant you just play entire charge animation during segmented reloading?
this mostly works
its still a little buggy tho
big issue is you can't interrupt a reload with a fire mode switch, so once you start charging, you're stuck
and it immediately starts charging once you fire, so that's another issue
also plays the whole reload regardless of your reserve ammo
also has issues where it fires a 2 round burst even when it shouldn't be able to
this only happened when I sped up the ROF though
it might be the same issue I'm having with the primary fire
Interupting reload with alt fire switch is impossible, cus it lead to gun breaking bugs in the past
the gun automatically reloads when empty, and has no proper reload end, so you only get to switch back to primary fire when its reserves completely run dry, which is quite difficult with cells, since they recover over time
this might be what kills this concept tbh
Hm. Make reload manual(press reload button) and mark the end of charging animation as reload ending. See if that works
haven't seen a way to make the reload manual, I'm pretty sure every other gun just does it automatically when it runs dry
adding a proper reload end event would work, but you'd still have to wait the full lenght of the reload to switch back
overall I think a custom script that allows for a variable charge would produce a better result, and could probably be used in future mods
I dont see problem with that. You commit to using such powerfull shot. Plus imagine what would happen if you try to switch weapon mode in a middle of energy concentration process. Thats dangerous
Unfortinatly we dont have it
my main issue is you cannot cancel the charge, and you don't choose when it starts
so it stops being something that adds nuance and startegy to the gun's use and instead becomes more of an annoyance
Thats bad..
Are you able to make a custom script?
I highly doubt I can, I don't know where I'd even begin if I did try it
guess we're out of options but to ask andrew for help
yup
probably gonna have to be something like this then
with animation triggers that switch between different projectile stats, allowing for distinct charge levels
@topaz cedar We're in need of your wisdow
Mm
Yes go on
Ok, so Swoi tried to implement the charging mechanic via segmented reloading; basicly reloading the gun before it can be fired with the amount of ammo in the 'mag' determining its damage. But it leaves you with no control - the gun starts 'reloading' the moment you swap fire mode and you can't cancel the process
Anyway you can help?
It starts charging immediately when you switch into alt fire and after every shot (so long as there's ammo in reserve)
Ideally it would at least mimic this
No way to disable auto reloading?
Also, this may or may not be useful in this project, but how is the stripper clip anim on the bolt action implemented?
Cuz if the charge reload thing ends up being the way whe go about having a variable charge then I'll need a way to make each insert anim distinct
might need to ping him again, he's more likely to pay attention to you than to me
I bet its 'on empty' reload
@topaz cedar
That's what I initially assumed, but the BABE'd variant for that only uses the stripper clip animations whenever you have more than a multiple of 5 rounds left
like if you have 9 rounds it uses a stripper clip and then hand loads 4
Is this where reload types come in?
Basically the idea on the lightning gun was to have it use charge level 1 whenever you have 0 rounds, level 2 when you have 10 and level 3 when you have 20
reloading 10 rounds each time
I'd have to get in a VC to see what the issue is
I just wanna know how to have the reload insert anims switch depending on how many round you have loaded
but tbh I think a proper variable charge script would be a better solution for the lightning gun than the charge reload thing
oh yeah, btw, it stutters briefly between the reload start and insert, is that supposed to happen?
You heard the man, Swoi
I can get in VC, but I don't have a mic
I'd have to talk through text
The true way to communication
do it and drag Andrew in. somebody has to start with the vc communication
raised ROF from 0 to .04, burst is now very noticeable but otherwise it seems to be fixed, might change the projectile particle system a bit. also raised primary fire ROF from .03 to .04
overheat actually takes a lot longer than I thought, so I'll mess around with it until I hit the target time
Issue where it paused briefly between insert anims was my fault, its fixed now
reverting to the fully segmented charge reload to experiment further and trying to clean up any associated issues rn
still don't fully understand how to make the insert anims switch based on ammo
Alt fire basically single loads 3 rounds then burst fires all of them at once, each insert anim is supposed to be distinct, but I haven't been able to make it use more than 2 different insert anims an once
I presume it requires me to use the reload types function to work, but I've got no clue how to use that
I'll send a video of the gun's current state when I clean it up a bit more
Timed it, took a whole 17 seconds to overheat
takes 5 secs to overheat now
haven't been able to clean it up much, so I'll just send a video of it as is
turns out this also causes issues
Yeah I'm thinking the charge reload thing isn't gonna work
vimdeo
Seems like we need a new concept for alt fire..
could omit it entirely on the base gun
have it be exclusively on the undying light
tbh I still think the charge shot is good, its just that the variable charge has a lot of issues
especially implementing it this way
speaking of that, I'm gonna start on the implementation for the BABE variant
We can scrap variable charge part and shorten the charge anination to be just claw opening with ball forming; then have 2-3 sec reload with capsules opening
Alternetavly there's is another idea to try: heavy arc shot that creates static aoe explosion
would be interesting to have a lingering effect like with the incendiary grenade
or a cluster effect, where the main explosion spawns smaller explosions near itself
I think that might be doable even without custom scripts
How about creating a hazzard zone that deals static damage to foes?
Lightning storm
A storm that is aproaching
I've got an idea for the alt fire
chain explosions
each enemy caught in the initial explosion will, itself, explode
by doing this you get a fire mode that is extremely effective at managing crowds yet almost useless for individual enemies and small groups
Or just use the sun
fair enough lmao
also made the primary fire chain to enemies immediately next to the one you're shooting at
nice
gun
augh
Oh
My
God!
I'm like what I see, but why does awe have green colour instead of orange?
also send me the files, I wanna play test it on enranged
Just on a whim
also matches the cells it uses for ammo, since other cell guns have green (like the BHG)
Hm, fair point
Will do
oh yeah
btw
ye?
I did a run earlier where I was testing it
just normal difficulty and no runes
managed to beat blade sentinel
lol
does alt fire consumes 35 power cells?
yes
I was thinking of changing it to 33 before sending the .weapon file but I forgot
33 and 30 ammo consumption are almost the same in practice, since both represent 3 consecutive shots before having to wait for the cells to recharge
Regarding primary fire:
-Lower overheat capacity to 3.5 seconds
-Static is too good for this fire mode, I think. Turns mostly singe target fire mode into horde cleaner. How about swapping to fire?
difference being how long you have to wait when that happens
Electricity does a good job setting things on fire
I'll do that
do you think I should also remove the slight chain effect from the primary fire?
Or do I just leave it?
I think it should be somewhat stronger
cus I haven't even noticed it
probably because of static
Tbh its also cuz I kinda nerfed it to the ground after a little bit of testing
Was too good of a crowd killer so I overcorrected
Partly revert the nerf and see how its gonna work out witout static
Main things I did to nerf it were limit how many enemies it can chain between and the distance at wich it chains
I'll increase the latter while keeping the former to its current amount of one (1)
Hm. Use original values for babed version?
Probably not gonna use the same as the original, maybe chain to 2 or 3 enemies and have an even longer range
main issue with the original was it was set up such that any enemy hit by the explosion would emit the same explosion, which would also hit itself
so it would just loop until it died
I fixed it by having the impact effect of the first explosion be a separate explosion that doesn't chain and deals less damage
the alt fire originally also had the same setup
with the light show that is its particle system, every time it hit a crowd my fps just tanked
Found a bug: if you swap the gun during overheat animation it stops working
Also minor fuckery with pick up animation for both lightning gun and your smg
argh, why its not properly displays the vid
ah, there we go
Yep, gotta set the sway speed
Is this happening on any other modded guns?
Cuz its one of the issues I was having here #oswald-suggestions message
what do I set the sway speed to?
IIRC I just set it yo the amount that was in the tutorial
only with the ones blessed by your touch
sway stats on lightning gun
Sway stats on M2R8-K
Iβm using the base sway stats (that you recommended) and scaling it to four and in still having that weird pickup, on all of the mods
whats weird is you used the base sway stats yet yours is the only gun I don't have sway issues with
like its still got the weird pickup
but it doesn't look like a vr game
Hold on lemme check something
I might have had a revelation
(I just got home)
WOW was I wrong
I thought that the weapons you directly built to GTTOD do that and not workshop subscribed weapons but the Cold War doesnβt do it anymore and the banana did
I can send you all the stats for the Cold War to see if you can fix that
the draw issue seems absent in the USP and the Scattercaster, while the sway seems normal on the Cold War
So a combination of the two might fix everything
I didnβt get the draw issue
Yeah it's you goofy goobers not me
What you don't know is that the bugs you have are also the bugs I have since that's literally just my weapon script copy and pasted over into the mod tools lmao
So I'm right here in the trenches with ya my gamers
Generally speaking, you can make MOST guns
The fact that the lightning gun even exists in MK1 of the mod tools is nuts
I'd say this one is really pushing the current weapon system
Wonder what we can do when the tools will be expanded and updated
Cus I wanna participate in creating more unique weapons like our lightning gu
figured that was the case, gonna have a look and see what I can do about the pickup, but I have no idea what's causing the sway issues
Implementing this thing has been a constant game of pinball
slamming full speed against walls until things fall into place and work properly
Just noticed: alt fire explosion consumes your dashes..for some reason
pretty sure every explosion does that
for example: #gttod-speedruns message
explosions drain your dashes and immediately start recharging them
Hm..
I think its too early to ask, but any news on implementing babe version?
I'll update the anims to match the changes I made while implementing the base variant, then I'll start implementing it
got it
Meanwhile I'm thinking on how to imporive the alt fire for undying light
How about this: ball does not expire upon explosion and creates damage zone, dealing damage to all enemies in radius for couple seconds before expiering
good idea, I'd love to make it more of an area denial weapon
though idk if the current explosion script can really do that
You can try to trigger effect after explosion
and use elite shade's aura to mark the damage zone
Oh my goood
help
Doomed
pain
explanation:
chains and gun collide with player, creating a constant force vector (also collide with projectiles, causing them to explode immediately)
possible fix:
make it so the weapon layer's physics don't interact with other layers (player & default)
method:
literally just uncheck a couple boxes in the project settings (physics tab -> layer collision matrix)
problem:
you'd need to change the actual game to do that (outside the scope of the mod tools)
Maybe don't have physics on chains ? It is cool none the less but still
Ya gotta change the game :)))
for now I'll leave the chains as they are but without collision, so they'll just phase through the gun
Chains clipping throught the gun looks wierd. Cant you limit their movement?
Its mostly a temporary solution until I think of something better, but I can try to limit their movement to reduce clipping
I'll leave that for when I have it almost fully implemented though
after some more testing it seems the collision on the chains isn't actually causing any issues, it was the gun's collision
so I'll try some things out to see if I can fix that
its fixed
yippee
Nice
I think the mini screen could be used to display heat gauge/ammo(up to 99 ammo)
actually it kinda works but I'm still having some issues
most of them related to the chains colliding with things they shouldn't
I'll give some other stuff a shot before moving on with implementation, but ideally having the weapon layer's physics, at least its collision, not interact with the rest of the layers would pretty much completely solve this, I think
In worst case scenario you can disable chain physic all together
true
I don't think it'll get to that point though, tbh
also
unrelated
but I found something funny that's probably also present in the file I sent you
jump and then shoot at the ground below you with primary fire
you'll float
Huh. Need to test that
Is the gun moving the player?
Yes. It plays the game for you
you know how if you pick up a box in a source game and stand on top of it you start to fly
same concept
got rid of the collision on the chains, locked a couple in place/restricted rotation to prevent clipping instead
not the best solution, but it mostly works
sad source noises
Overheat on the undying light is set to take roughly 10 seconds
More than double compared to base version
Have you added extra effect to alt fire?
update: my idea for how I was gonna implement it failed
anyways, gun
I am simply amazed what you guys did with this weapon model both in sound and effects and pretty much anything
My hat's off to you
I'm honestly quite happy with how it turned out
as you should be
there's a couple things that aren't quite perfect (chains and alt fire especially), but overall it ended up pretty good
@grave iron thoughts?
Litteraly just woke up
Okay, this looks amazing. Just need to cook up better sounds for undying light, fine tune the balance
And present it with style..with a small trailer
Gonna clean up the project file so its more readable, zip it up and send it to you then
Dont rush with file sending yet. I 'm gonna try to make more beefy sounds for undying light + I think it would be cool to have an idle sound like bhg
Also dont you think that awe mode should be green for both versions of the gun?
I'd say make it green to be consistent. Plus its gonna look better this way
good point, since the green is supposed to indicate the use of cells
Want me to send you all the anims rendered individually, to make it easier to line up the sounds?
or just the blend file, since you could just plop the wav files in the video editor
Send the animation renders cus I dont have blender
π
actually, the primary fire sounds don't really need to be lined up, since they're split into three
just gotta make sure the loop part loops properly
I'll render the rest and send it
Generic variant
BABE variant
Do note that a couple of the anims have been modified after being exported, so its a good idea to check the videos I sent as well as the gun in game for reference
Those changes being primarily the inclusion of the lightning arcs and the lightning ball in a number of anims, as well as making the capsules move on the alt inspects
Can you send me the sound samples you used for overheating and claws?
I've come with the goods
Don't remember exactly what sounds I used for the overheat, on the claws I used the grab a gun sound on the generic variant and a mix of the spike trap and blade sentinel hit sounds on the BABE gun
I'll send you the audio folder with all the current sounds if you need them for reference
I think its unneeded now. After replaying the latest vid for god kbows how long, I belive most of the sounds are in the good spot. I did made a new sounds for inspect and updated the ones for base and babe variant
also when inspecting the gun in awe mode, you should play charging sound(base of babed) instead of silly made placeholder
Completly forgot to add this
is the beeping in the start supposed to be there?
Shit, let me get rid of it real quick
same with the primary fire sound, it has a wind up at the start and a wind down at the end despite being a loop
also tbh I'm not sure how well the explosion/thunder crack sound is gonna fit amongst the rest of the sfx
feels a little out of place
same with the loud tv beep/buzzer on the overheat sound you sent
I thought it'd be funny. Guess I'll dive back and remake these sounds
tbh, while it doesn't fit in a loop, I kinda like the beeping sounds
it'd be nice to sneak that into some of the other sfx
like right after the capsules finish expanding in the overheat, just before the return to idle
Its suppose to play at the end of inspect animation when you get zapped
Hense the name
I meant the one at the start of the idle loop, but the buzzer sound might fit if its a little quieter and synced with the capsule expansion
I just had a though: can gun have multiple sounds to play randomly when overheat animation ends?
imagine what we can do with this. Beeped sounds, some random gun sounds stolen from DG2
in the animation functions you have a slider for the chance to play, two values that determine the sfx range (changes pitch IIRC), and a way to add more than one sound file
on the last one idk if it just picks one randomly or plays all of them at once
last second-ish of the fire loop the background noises cut out and it just sounds like a stun gun
also idle loop has a short part right at the start where it sounds odd
culprit spotted (bunched up waves right at the start)
just got rid of the first half second-ish of sound and now it loops perfectly
Btw, are the base and BABE variants supposed to share the same primary fire start or should they be different?
I thought about using quake 3 fire start sound for base version, but you said it might not fit in with the loop sound; but you can certantly try and see how that'll sound
The sound is definitely fits in perfectly
But I think the sparks should appear on claws
Maybe on the awe mode?
wdym? like on the inside faces?
Yeah + the top circilaw claws
gun
its so sexy
@grave iron I'll send you the .weapon file so you can try it out in its current state, want me to zip up the project file and send that as well?
@livid bobcat Can you do a poster similar to this, but for lightning gun?
yea
@tulip scarab you got any cool poses of the lightning gun in action
either with no background or the workshop background
both work
does this work?
Or this
Yea
Was fixing the offhand so it would go away properly when wallrunning and swimming and got a little silly while I was at it
If you can dual wield mgl, why not
Tho there's still a bug with overheat swapping causing weapon to stop working
as in swapping mid overheat and having it stay at 0 ammo after you switch back?
Nah. If you swap the gun during overheat and swap back it stops working. Cant shoot it, switch fire modes, inspect it
If you use force draw it'll work
reason that happens is the free refil event
it only plays around the middle of the overheat anim, so if you swap before that you'll get stuck
There's one on the draw anim as well, though, which is why this works
I can move the event earlier or add it to the idle, that might fix it for good
did the latter, seems to have worked
would you like the same font of a different style or a differnt font?
Looks solid so far
Deffinetly worth trying
W
adding in dev tag 1393 messages later
How close are we ?
Uh...'Waiting for final changes and poster before release' close
what else would you like for the banner
You can leave it as it is, maybe add some minor details
Yea prob
just added some nice quotes and changed the compositing a lil bit
dman the bloon bright af in that pic
different in the render
thats better
@grave iron hows this
First: its bit hard to read yellow text on white background
Sexond: you forgot to credit Chris Wizardman for making both models
oh I didnβt know he made the models
And Iβll change the yellow quote text
added chris and same outlining to the quote
best vers so far
probably should rename me to L. Shadow
It feels unreal :_)
Imo the first one looks better
That and you forgot that "lazy" in shadow's name :)))
My name is too lazy to render
For real ?
Dunno, might be 
ye
Iβll do it tonight when I get back home
Based
Swoi, is the gun ready?
ooga unga


Tommorow I'm coming home , if this gun is ready tommorow then it will be perfect timing
'my body is ready' moment
Yes :)))
Longest time so far that a mod has been seen to completion
Waiting for Swoi to give the green light with the finalized files
yup.
also would you kindly teach me how to upload stuff on workshop?
Seems like different games have different methods of uploading and none is quick.
What do I need for uploading?
step 1: open mod tools
step 2: fill in the left over spaces
(steam id and description)
step 3: boot up GTTOD
step 4: open the console and type upload
step 5: select the mod you wanna upload and you're done
btw do I leave dual wield on or do I turn it off?
gonna leave it on for now
zip
bruh
zip file ended up twice as big as the cap for dms, might just add a password and send it here
Best option
@grave iron I'll send you the password for it in DMs
you do need to have unity and the mod tools installed for this btw
GTTOD group project gets an A+ grade
@grave iron i would advise the tutorial made by Andrew , it really helps
I hope :))))
Just woke up.
Sobody send me the mod tools and link to the tutorial. I'll get it done once I'm home from work
link to mod tools and the unity version you need to use them are both in #modding-start
cant you just upload it?
Sigh
This is no easy process. Bear with me, I'm downloading another version of unity just to open mod tools
@topaz cedar following your guide to set up mod tools, so I can upload the gun, but I can't set up custom mod path cus the game won't save the imputed path

Weeeeeeeeel shit
Are you hitting "enter", are you in the main menu, or are you press the X at the top left?
These are all relevant
Yes I'm pressing enter
No, I'm not in the main menu cus application option dosen't exist there
And yes, I'm pressing X
Roger, also true I forgot about that
Try hitting escape when you set it
already tied that
mm
no results(
Paste the path
d:\GTTODMods
very creative, I know
exept for the drive
if you're on dev branch you could try downgrading to the public build before setting the mod path, then update back to dev branch or just upload from public build
might work
Okay, the mod path is set but for some reason the game does not see the mod
odd
Can't even spawn the gun
do you have the .weapon file in the mod folder?
I don't think so. I put there the unpacked zip file you sent me
am I missing something here?
zip file doesn't go in there
goes in mod tools
in the weapon mods folder
mod-tools/Assets/0. GTTOD/0. Mods/1. WeaponMods
unzip the mod tools zip file, stick the lightning gun zip file in this directory, then unzip the lightning gun zip file
jees I feel stupid for not knowing this
after that open the mod tools with unity hub
then do these
isn't ingame upload function suppose to work?
aaah, I think I get it now
when you select create asset bundles IIRC
you gotta add your mod folder (the one the game uses) into the mod tools, but I don't remember where it goes
might be explained in the readme included into the mod tools, or in the mod tools c# script itself
Uh. right. Opened mod tools
How do I acsess required window?
nvm, I think I found it
gun prefab
workshop description
Hm...can this be edited in steam workshop?
I..think I've uploaded it
don't think so
its in private mode right now
Okay. everything seems to be ready. I just need to make the mod visible for everyone somehow. I'll firgue that tommorow
I can't firgue out how to chance the damn privacy settings, and for some bloody reason can't get the thumbnail to show up
@tulip scarab need help here
lets start with the thumbnail. How did you make it appear on your mod?
I didn't have do anything special
everything just showed up when I uploaded it
though my thumbnail got squished into a square for some reason
does the gun show up in game for you, at least?
yeah
I just can't chance the privacy setting cus its not even avaible on the workshop page
yeah, I did
idk if its a matter of privacy settings, since it shows 0.000 mb
but then again I can't read what anything says on that screenshot so I might be missing something
This song and dance around workshop is gonna take forever, people are waiting in anticipation and I'm exhausted after never ending hard work.
Swoi, can you do the honor and publish the mod yourself?
tbh I'd prefer if you did it, in case you wanna update it in the future
true that. I'm gonna try again, see if I made a mistake somewhere along the path
I've found the problem
@topaz cedar your mod upload tools are broken
It uploads blank with no content or file size
I don't own the rights blah blah blah fuck you go suck a tit
(Except for the fact that if that were true, the workshop would be empty)
you could've broke it with one of the updates
The gun is working in game
but nothing arrives at workshop
0 mb
no wonder I can't publish it
Just give it a moment or two
what do you mean?
Hm..I'll wait some more then
Welp, still nothing,
Swoi, Chrish. Can any of you try to upload the mod and see if the workshop thing is broken or not?
want me to upload it for good ?
to me should work
gonna give it a shot, maybe compression killed the file or something, idk
it shows up in game
huh
modding broark
Uhohhh
Hmmm
I haven't fucked with it at all either
What version of Unity are you on?
doing that this millisecond
Probably not
since lazy and chris had the same issue
I kinda doubt all 3 of us had the wrong version of unity installed
though I do wonder if some of the issues I was having were caused by that
same result
Unity hub forced me to download diffrent version just to open the mod tools
It wouldn't matter if the original asset bundle was created from a separate Unity project
But yeah
I think there's something fucky wucky going on here
And I have a hunch of what it could be
Nope nevermind that wasn't it lol

I wasn't signed into Steam
Otherwise it worked fine
So uhhh
Let me try from Steam rq
I'm gonna have to see what's going on on your end
Because it's definitely with the file
All my other weapons are uploading too
@grave iron @livid bobcat @tulip scarab
And also others are uploading mods too
Sam uploaded a music mod the other day
I hid your attempts as incompatible, @grave iron your page seemed way further along so I can unmark it once we get this adjusted
My guess is something is wrong in your mod settings, like perhaps the Steam ID
But my guesses have all been wrong so uhh
We'll see
@topaz cedar so this is you , then ?
If you had uploaded a failed attempt and it was at 0MB then yeah
yea
if itβs just the mods uploading being broken could it have been a steam update or something, considering mods still work fine?
The mod uploading is not broken
The mod is missing something
I dunno what it is, I'd have to see myself
oooh I see what you mean now
whatβs that thing in the bottom right you have to do I forget
I'll send you the password to the archive swoi dropped here in dm
Got a small visual bug here
?
the overheat screen is broke and is goes outside the model
also Undying light's awe inspect are using the wrong sound again
btw guess the reason why the mod was broken
why?
Thumbnail was above 1mb
bruh
splendid
Can fix the bugs later
true, so long as they aren't anything huge we can just fix them whenever
yup. 2 minor bugs and quality of life change to have
I actually think I know what caused this, should be an extremely easy fix tbh
this could just be a me problem, but for shock the overheat is bugged
what's wrong with it?
when it overheats if I keep holding the button it shoots one more little bit and then bugs out and wont shoot al all until I switch weapons
pain
Better to accumilate feedback and fixes before updating the mod
In any case I already want to make another gun; maybe not as crazy as lightning gun
I was having this issue before, I thought I'd managed to fix it but if its still happening then I'm gonna have to figure out a more permanent fix
same tbh, I wanna finish up the draco
Yβall got the dub
holy hell i shoulda been watching this
this cool af i gotta check this out
strange, isn't downloading for me for whatever reason
and we have it , ladies and gentlemen
take second one
Okay. I'm gonna post my weapon concepts here so we can decide which one is the coolest and worth making
Quake champtions super shotgun
Its a double barrel, but better. Nothing too crazy or complex about it
Pair of Trident.
Two handguns, always used together. controls are taken from dual wield: primary fire shoots left gun, alt fire shoots right gun
First gun is a double barreled and a big drum. fires in 2 round burst
Second gun gun break action pistol with delay between shots
And the last on the list
Quake 4 blaster
Primary fire - semi auto pistol. Stats equal to upgraded pistol
Alt fire - charged shot. Cost more ammo and has delay between shots, but its stronger.
Babed variant.
Now its two pistols, dus it cannot be dual wielded.
Primary fire - full auto
Alt fire - Same charged shot, but has slighty lower ammo cost and near instant delay between shots
@coral lava @tulip scarab So, what do we think?
The first and the second sound the most appealing
Maybe I can do something about the quake 4 blaster
Tho I promise nothing
On 3rd of September morning I am leaving and I have no idea what's gonna happen with my life
Or if the laptop is going to work , it's a bit broken
I have 2 or 3 models to do and they should be easy
I'll try the quake 4 blaster
Again
No promise
the db revolver is wild and so is the belt fed one
That sucks. I hope you'll be able to settle down and contiue working
Well
Technically I am just starting work :))
That will be my life going forward
I am basically changing work fields
work sucks. hope you'll have free time to make the models
Same
@livid bobcat @coral lava @tulip scarab
Should we win 100$ in upcoming mod contest, how are we gonna split it up between you 3?
Sanctions holding your wallet too?
No
other reasons then. Sad
Guess all money goes to swoi and frames?
I mean if lightning gun wins, you'll get money as part of the team
I really need to set up like a PayPal or something hhhhh
i have one
same here
worst case if we can't give you your part of the reward in money we could probably get you a game on steam or something of equal value to it
We'll figure something out. I'll go and tell andrew that we sumbit as a team
itβs no contest lmao
I mean we could all submit our mods we made ourselves but I still think Lightning would win
You all should definitely submit your mods.
We make 2 of them and submit both
For impression sakes , if you want to do the artillery/tank rifle or the triple sniper we could pair it with a character model made by @distant cobalt if he wants to
Itβs so heavy doorguy needs more armor to even hold it
Yes, set up money stuff if you're gonna be a modder and want to get the Patreon Prize Pool
100$ in cash or games within that price range. And I think I know what game I want
Ah ok
@tulip scarab Do you have some time to spare? I want to fix some bugs with the lightning gun and implement qol changes
sure
let's do it
I think I figured out some sway values that get rid of the GTTOD VR experience for me and still look normal for everyone else, so I wanna update the mods I've worked on to use those
also wanna mess with some of the lightning gun's stats
and fix the screen on the undying light
which I've actually already done lmao
just moved the sprite I was using for it into the lightning gun's folder
what bugs do I have to fix again?
I forgot
also what QOL changes do ya wanna add?
broken heat gauge and incorrect inspect(awe mode) sound for undying light
As for qol stuff: after firing a charged shot there is around 3-4 sec long delay before you can swap fire modes or fire again. I wanted to lower it
also return chaining effect for primary fire. It also could use some damage boost
I was thinking of setting primary fire back to static, do I do that or do I just leave it as fire and do what you said?
Static would be way too strong, don't you think?
Fire is good, esepically if primary fire jump between enemies
aight
tried buffing the primary fire a little, gonna test it rn
also gonna fix the inspect audio
fixed
gonna buff the lightning chain range a little then send .weapon to you for testing @grave iron
got it
I may have found why you can't update it
π
lmao I remember this
NEEDS MORE VIGNETTE
AAAAAAA
YESSSS
I am graphic designer
graphic design is my passion
lmao
here you go @grave iron , less than 1MB
credits looking a bit unintelligible
smoi, qoow and edman
You need to provide an image/GIF to fry! (Tip: try right-clicking/holding on a message and press Apps -> Select Image, then try again.)
This channel is now a OH THE MISERY and DEEP FRIED STEAM WORKSHOP THUMBNAIL post channel
@tulip scarab @coral lava I'm in need of Lightning Gun's blender file for experimentation. Who has it?
Nice. Now to spend half a day watching youtube tutorials)
Alrighty. We need to fix the icon and do minor rebalance thanks to introduction of a new ammo type
As suggested earlier lets slow down primary mode's fire rate and make it fire 2 projectiles instead; and make it use plasma cartiges(he actually went with my suggestion)
As for alt fire. I'd say keep the ammo type, but rise the ammo cost to 50
@tulip scarab
to add to this, I think we should make the alt fire not require switching fire modes (like with the firesoul) once that functionality is available in the mod tools
I was thinking to suggested that and that is possible right now, but via aldin's plagin
same stuff is planned for STG44's harpoon gun
and I could advice it for Draco's byonet
@silver shard 
join us, oh mighty mod maker
what am I doing?
oh
another harpoon
I need the files before I can begin work on something like that
I think this is it
I think he needs up to date version with proposed balance changes
ooh
ok
I'm not home rn so I can't work on it immediately
I'll work on those when I get back
I can wait
I haven't actually programmed the harpoon yet
also, adding custom code that requires base game functions (like this) will cause the unity project to become a hot mess
no rush, gonna wait as long as it needed
also I think this will take a while to do
a few days
.
oh, I see
That should be easy
I'll even show you all how to do it
although it would require a dll download
before 1.0 that is
as you can't include custom code in mods at the moment
I'll just add the link to the mod manager in the workshop post
but it does require mod manager to work, right?
well
you don't have to install anything via the mod manager
but this would be super easy to install
drag one file into the game folder
I see. So just include dll with the files and everything should be fine
you would need to have the user download it separately and put it in the game folder
or you could, just wait till 1.0 and have it be automatic
That'd be easy. Leave the link to downloading dll and instructions
yeah
or ^
I suspect it would take andrew another year to finish the game
half a year at best
and why wait for officially included function, when its avaible with 2 extra steps
because of friction
if users are forced to download something else then less people will be willing to download it
could just make 2 versions of the gun as a temporary solution
or make a mod that changes alt fire to behave as it suppose to on 1.0 launch. Want that stuff early, download the mod. No? Use fire mode switch
we can made a final decision later
I could do that, but it takes more work to account for 2 different install types
like I said, we can decide on what to do later
if we made it work using a dll right now would it need an update once 1.0 is out or would it just work even for people who haven't downloaded the dll?
also Aldin. Can I post these pics from Escape from Shatter or that'd be considered as spoilers?
got it
the 1.0 update would override the dll that people downloaded
when the mod gets updated to ship with the custom code package that is
So we can include dll stuff right now and simply remove it from the workshop page, when the mod tools gets an upgrade
I was thinking the oposite
I have not finalized the format for the custom code package yet
and andrew gets the final say on how exactly that would work
make the updates (- instant alt fire), upload that, add instant alt fire then upload .weapon + dll elsewhere
then update workshop when 1.0 comes out
yeah
that way the workshop doesn't get filled by redundant copies of the same mod
actually @silver shard could they be packaged together and downloaded using the mod manager?
So, we're sticking with posting 2 versions, right?
no actually
the mod manager does not support adding files to folders outside the game folder
yeah
unless the user added a custom path it wouldn't be possible
you could make a plugins that installs an unlisted workshop mod
oh that could work
fair tbh
we could just
update the balance
wait till 2069 for 1.0 to come out
add the other stuff then
naybe we could add third fire mode and tie to a reload button by then
just some silly thoughts
Alright, I'm convinced. instant alt fire is on the hold till its achiveable offically
yeah that's probably for the best
Still doing balance update and icon fix
if I can update it properly this time
I can show you
its not that hard
had to reupload it last time, cus I couln't update it for some reason
also, the mod goes private when you update it, you will have to make it public again
I need to fix that...
I know. Everything was fine, even the thumbnail which always were a problem for us
thumbnail bug is fixed
does it?
it does now
my fault, I need to fix it
I fixed the thing that caused the drg gun to become public on publish
but updating is the same, so it will force updated mods private till you change them back
this is still better then the old system though
because it won't make your mod public before you want it to be
you are on the public branch
the mod fixes I made have not been pushed publicly yet
guh
New goal: post lightning gun files after we push its update
@grave iron try this out in dev branch, feels pretty good in public branch but still runs out pretty fast so I wanna know what its like with the new ammo type
Will do once I'm home
Also how can you not have acsess to dev branch
probably because he's not a supporter
Niether am I rly
yeah you're a tester
3 problems:
heat generation is effectively non exist
Fire rate is a bit too slow
Damage is lacking.
Gonna need more raw damage output, slightly higher fire rate and more heat generated
Done some playtesting in quickplay in witnessed(gone up to threat level 45) and here's my thoughts:
- Eats through ammo like nobody's business; but so does the volleycaster.
- fire rate is fine
- damage definitely lacking on higher threat levels. Lets increase it by 25 across the board
High ammo consumption gave me an idea: what if we balance the gun around being super strong but eating all your ammo for lunch? Cut the heat gauge and use overheat animation for alt fire(and make it deal some damage to the player).
Also draw animation isn't working + icon still need adjustment to the new hud
huh, more bugs
@tulip scarab pining just in case
I'll look into those changes
I'll start with the icon since that's easiest
done
just gotta crop
done
Sexcellent
increasing damage by 25 would almost double it, coupled with an increase in firerate it would end up with insane dps
imo I think we should bump base damage up to 35 and BABE damage up to 70-75 ish
also I'll increase alt fire ammo consumption to 50 since I forgot to do that before
also bumped shield effectiveness up to 120% on the base variant
imo the scaling for the ammo text seems off
I think this is caused by the draw from pool thing
since its probably just getting rid of the number for the rounds in the gun
@grave iron here it is after the changes
Morning. Will take a look once I'm able to
Looks good, deffinetly good
Interesting note: you can't switch fire modes if you don't have enough ammo
correct, this has been a thing for a while now
all guns have this
didn't knew that
I think the gun is ready to be uploaded. Does the thumbnail has correct size?
I don't think it does
also the project on my end lacks the correct steam id
I'll zip up the project and send it over
hold on, let me get the steam id first so I can upload it straight up
But first I'm going back to irl work
his shit cursed fr
literally all I did was put my steam id in the corresponding box
Why don't you update it then
I can?
If you have permission to on the workshop page
I belive you must be on friends list for that
@tulip scarab Problem fixed and I blame Andrew for confusion. If you want, I can make you a co creator, but I'm gonna need your friend request in steam
Do you have blender files on hand? I wanted to sent those into modding assets
P.S. Is there any chance I can interest you in making animations for the blaster?
you have the blaster blend file, no?
Ye
then you could get the file put in the channel
Probably should move it into more apropriate channel
- On it boss
- On it boss
- Can't rn, got a test on Thursday I gotta study for
Tests are bad, but important to do. Don't overwork yourself preparing for it

