Just great! Looking at this split screen I wondered if it is possible to render one scene twice in Godot? Render a scene, and then overlay the same scene on top of it, but with a blur effect and transparency. Is that possible?
Actually yes, that's what I do on the underwater effect: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-D_NMqH6aZqE.html There you can see the old effect, I have completely rewrite the shader now, so it get more blurry and wavy similar to that era effect, the most difficult part was the transparency, as you have probably tried reading from the screen_texture it sits at the end of the opaque pipeline, so no transparency, so I had to get it in a completly different way.
Yeah sorry about that. I was requested to to that video in such a short time frame, and the audio editing ended like that. I took notice and hope you enjoy these new tutorials I'm preparing.
Reminds me of my spawn protection bug stress test. Had a small bug where two players would spawn into the same point and get stuck instead of telefragging if spawn protection was on. Just had to add a check for whether or not the death occurred from telefrag. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3nPboAJdKf4.html
You know what's funny? Currently I'm having the same issue sporadically, but only on map change. Players are spawned to the same location, and as they have a few frames of invincibility they get push away hard that they get out of bounce. I'm interested in how did you manage to solve it.
The fact that this video is already a month old without one comment is a travesty. This is one hell of an awesome project. Will there also be server binaries? =D
Glad you like it! I have upload a new gameplay trailer that shows in more detail the fast paced action. This is still a work in progress but yes, there will be binaries released for it.
@@TriggerCoder I have some Quake 3 mods I've developed that add some nice extras and enhance the gameplay a bit. If I have some time, I'll see what I can do to port some of these changes to a fork of your project.
I'm just doing justice, putting the F back into the BFG10K 🤣You should also check how the tracers works: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-UdfoLUlZ8Kw.html
Edit: Looks like you had another video already about using the BSP light volumes, cool stuff Are you actually lighting entities with the light info from the BSP or just replacing light ents with OmniLights?
All models (entities, player, viewWeapon) use the BSP Vol lightning info. The actual map use Lightmapped Texture info, the things that are using OmniLight are proyectiles and effects (Quad, Muzzle Effect, etc)
i work with the ps4 and ps5 sdk along with unity for the homebrew scene. would love to port this over to these platforms with a few new modifications, would just need source however thats a big request. perhaps work together. i have spent many days at decompiling doomity against a combination of utinyripper and assetripperx64 however in each outcome the results are when game goes to start up, errors appear during the building of pathfinding at the loading screen even tho astar is clearly present . perhaps i can show you my progress somehow and idk perhaps you may have advice, overall no worrys if not.
I started originally in Unity, however after September 2023 fiasco, I start moving everything to Godot 4. I'm really please with the result, as I'm getting much better performance out of it (check ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yQ6-kkvXpY4.html) So everything you see now is done in Godot4
You can significantly improve lightmap rendering by using the built-in shader. Simply place LightmapGI node to your level scene and setup rendering server. After that don't forget to remove lightmap code from your custom shader. Code example below # create lightmap data var lightmap_data := LightmapGIData.new() # Rect2 is your UV scale, next arg is lightmap slice (index in array of textures) lightmap_data.add_user(mesh_instance.get_path(), Rect2(0, 0, 1.0, 1.0), 0, -1) # create lightmap texture var lightmap_texture := Texture2DArray.new() lightmap_texture.create_from_images([your_lightmap_image]) lightmap_data.lightmap_textures = lightmap_texture # pass lightmap data to LightmapGI node lightmap_gi.light_data = lightmap_data # setup lightmap bounds to mesh bounds RenderingServer.lightmap_set_probe_bounds(lightmap_data.get_rid(), mesh_aabb) # setup exposure for lightmap RenderingServer.lightmap_set_baked_exposure_normalization(lightmap_data.get_rid(), 0.5)
Awesome, I would love to discuss this further. Do you have discord? If so add me: triggercoder (I'm on Godot Oficial Discord if you got trouble finding me)
Actually it was not that hard, basically you got to remember that prefabs are scenes in Godot, and that in Godot GameObjects are nodes. I'm really glad about the Unity Fiasco back in September as it forced me to learn Godot and realize all the benefits that it had over Unity, just now I realize that what I was doing, it was going to be almost imposible in Unity, but in Godot it just flows.
Glad you like like, I just realize I didn't include the project info. The goal of the project is huge (all info on GitHub), this is just a module, but hope to have complete Quake3 Functionality in a few months
@@HaPKoMaTo3The thing is that there are a lot of stuff Q3 cannot do. To name a few: -Realtime Shadows over Lightmapped Textures -Global Illumination -8 Splitscreen Multiplayer As you can see in this short video, realtime shadows are already done and working. Here I'm just showing current progress in Godot4 of how QuadFx works with the modern Vertex/Fragment Shader approach
@@TriggerCoder Well yeah, thing is, it all gets turned off when you try hard(either defrag or duels). And there are only tryhards left :D Still you did a good job.
Yes indeed, actually as I've been porting it from what I had in Unity, not only I'm able to do much more, but the performance I0m getting is impressive. I'll try to post short videos showing what I had done.