#dusk-duskworld-dungeonsofdusk
6 messages Β· Page 156 of 1
ocelot is cool

I got a notification what happened?
Dusk was cancelled
real
Damn you light mapping damn you!
rip dusk
i cant believe it
for maximum confusion, don't actually cancel the game, but just rename Dusk to "Cancel"
we just wont tell you its cancelled
gonna buy it again when it's on GOG
πpray they decide to allow it
I do every day
if not I still have it on Steam so having fun will not be a problem
I remember one of the devs saying that EP2 would be partly inspired by Black Mesa, that had me curious since not much of that has been seen from publicly released screenshots
It all looks really gritty and industrial instead of clean and futuristic like most of the "science" areas of BM
well, youll have to see :)
There was something of a disconnect between what Dave thought ep2 was going to be and what I had planned for Ep2. There are some Black Mesa-y moments but for the most part it's more gritty industrial. More inspired by STALKER and other sources.
What 500 said
lol. i sent that the same time david
but... there's definitely a lot of variety, and I don't want to spoil some of the location surprises :)
did
Did you spar it out in the ring to figure out which creative vision would prevail?
weirdly I don't think Dave and I have sparred about anything really.
usually we come to an agreement pretty quickly
^^^
well, either that or I just decide not to do what he says then he's proven right on public release -_-
stupid damn Intoxigator lever
do tell
Dave was all "these lever textures are too hard to see." And I was like "meh they're fine." Then right before pre orders he was like "these levers are still hard to see and nobody can figure out how to get out of the Intoxigator room" and I was like "I don't want to change the texture so I'll just move it and illuminate it with a light so nobody could possibly miss it" and then we keep getting complaints that nobody can figure out how to get out of the Intoxigator room despite the switch being RIGHT THERE.
Hah, well if you want another anecdotal story it took me like 5 minutes to find that lever after killing the Intoxigator :p
final release will be a dozen neon billboards pointing to the lever like a red light district at midnight
at least that's my headcanon
couldn't hurt
anecdotally I found that lever no problem because I actually pay attention when playing games
I don't like the implication that I, and everyone else who missed the switch, wasn't paying attention :p
hahaha
I had no problem getting out of that room on my first playthrough
I must confess I too took a good minute to fine the switch lol
But not as long as other people.

Im more annoyed with the button code on the last episode.
??
i just had to look around after the fight and it only took me a few seconds to find it
It took me a minute
I think Dave is only half right though
It is a little hard to spot but in games like doom and quake you're always looking at every little corner anyways for any little secret
At least, I am
exactly
But some of us weren't raised on those games either :)
true
i found the switch easily
...because I watched a streamer preview the game and get confused at that part and struggle to find it for a minute :D :D :D
so then I remembered it
lol
So I told my grandfather about Dusk because he likes shoot-em-ups a lot, but his eyesight isn't the best and he really wants to try it. What should I do?
Hook him up with a controller and heavy aim assist
We're all about inclusiveness and making sure older players as well as the disabled can enjoy DUSK
have him play radiant silvergun
If he runs into issues let us know and we'll see if there's something we could do for both him and others in his position
^^^^
It was cool seeing white haired guys at quakecon binding movement to the numpad
Then they went nuts with their kids on DUSKworld
random color option that cycled on death/level change would be neat π
(between the presets, not literally random)
Hey, here's a thought I just had
Will Duskworld have any sort of anticheat solution?
That's 500_pts' domain, but I'd assume nothing like VAC or others
Just basic protection that comes free with client/server systems simply due to how they work
Yeah so we'll do what we can but let's be real here
Good anticheat is going to cost a lot of money, or development time
and if we went with VAC, for example
I don't think that's a good idea for a game as openly moddable as Dusk
For a game that does not intend to be serious in any way
it'd be too easy to fuck up and accidentally load something when you shouldn't
and land yourself an irremovable VAC
Yeah
That's a valid concern
We have Anticheat in mind
But it's not a big focus
This isn't an esport
And it's community will likely be quite small
Cheaters will be known quickly, and word will spread
We absolutely reserve the right to ban them manually
on top of that, you can never truly stop clientside cheats such as aimbots
Yeah it's nigh impossible
cheats that actually affect the game itself and not your inputs obviously won't work simply because of how a client/server architecture works
but yeah there's not much we can do about clientside hacks
All scripts pertaining to network information get CRC checked, so if there's a mismatch, the server will disallow it
But client-side, not much to do
You can obfuscate and lock down memory addresses to a degree
To prevent/mitigate cheatengine
Etc
Even then you can modify the client to always provide the valid CRCs for an unmodified game, but since it's client/server that'd only break your own experience
But you'll never stop it
Since the server is authoritative
Oh, it's fine; I didn't mean to imply it's necessary, if Duskworld is a dedicated server-centric game then the classic "let an admin handle it" solution works just fine
Yeah that's the main attitude we have going in
There is no matchmaking or ranked play at the moment
Thank god
So it's highly unnecessary
I want a big fat server browser and nothing else π€€
That's the hope
matchmaking & ranked play are overrated anyway
i'm totally gonna be hosting a server for duksworld 24/7 when it happens
duks rp les goooo
We obviously have plans to host official dedicated servers as well
cheating knobs will feel the wrath of my soaphammer
But we want people hosting their own
a soap hammer
ye
exclusive duks spoiler
You can see it in the old Dusk first look video, if you're curious
I remember! There was that obnoxious wooshing noise
I think that's still in the game, but you'd have to create a way to access it with Dawn or UPM
I think the hammer models are still referenced in WeaponAnimator
or at least a script somewhere
And the player hands as well
even if they're not you can load them via Resources.Load
then just hook 'em up
I wonder if I should give Dawn an "unrestricted" mode that gives you unrestricted access to all of .NET and the Unity APIs
The hands are totally ready to go you just have to enable them
So if a mod wants to do something crazy advanced, they can require restricted mode at the expense of player confidence in running them
Even if it's potentially dangerous, I prefer too much over too little
Completely unrelated game, but Binding of Isaac's expansion pack was meant to come with "robust modding support"; they ended up blocking off the coolest APIs which people were using to implement online play and twitch integration and other wacky shit
and it made me very bitter about the notion of removing modding functionality for "security concerns"
rip
We have no plans to intentionally hamper modders
my stance is that anything potentially dangerous should be disabled by default, but should have an option to enable it anyway
kinda like "Run as administrator" lol
Yeah
Sounds A-OK with me!
I can't imagine I'd do too much scripting anyways
Maybe I could try making a gamemode...
I'm gonna write comprehensive docs so hopefully learning shouldn't be TOO hard
Woohoo, ease of use
I'll be writing at minimum three tutorials
I've been playing loads of TFC, so I might try my hand at making a TFC-style A/D gamemode, if it doesn't already exist by the time DAWN comes out
Each of which would detail how to create a different type of example mod
in addition to separate documentation for each part of the SDK and individual scripting components, of course
Maybe the tutorials should be custom enemy, custom weapon and custom gamemode or game feature
Custom enemy? Ooh, that sounds pretty ambitious
Working with 3D models totally intimidates me
It's more about the scripting part
These tutorials are specifically scripting-focused
The custom monster one would probably be something like recreating Quake's Ogre or something
ye i wanna make a weapon mod but i haven't done modelling in my life 
Yeah I wonder why π€
inb4 BETTER GET STARTED
It's not like zombie has a working recreation of the ogre or anything
You can modify behaviours on existing weapons or make use of unused weapon models in the game
I've never fiddled with AI anything, outside of a couple of hours of fucking around in DECORATE for that Lisa wad I made a year or two back
That's not even a recreation, that's the real deal
Since that code works with animation I might dump that into Dawn before skeletal animation for demo purposes lol
I modified that slightly to have a runtime toggle setting for it
Just so I could switch between modes without having to edit the script or stop the game
heh
It would be fun to remake some build enemies in Dusk
Wouldn't I be able to have the model be a flat polygon that always faces the player, with an animated texture of the sprites?
Yes
I actually plan to support sprite-based objects out of the box
but the API for that isn't designed yet
!!!
Yeah, the hard part is creating a nice interface for a modder to use
You sure have a lot on your plate; func_train brushes, sprite-based enemies, all these tutorials
You really are going all out
Yup
It's appreciated!!
It will be the best modding experience of any game ever
It'll be worth it... I hope
If it gives me the same experience I had walking into Doom in 2016, I'll be plenty happy
No game to come out in recent times, anyway
For some reason I just assumed that everyone still used map editors from the mid-1990s, so imagine my surprise when I learned about DECORATE or GZDoom Builder or ZDoom scripting in general
Yeah, for all its flaws
ZDoom is a VERY good reference point for how to approach modding
I'd argue the best
Yeah
My interest in 90s shooters probably wouldn't have been rekindled if it wasn't for that precious wiki
I can't think of another game that does modding so well
The ZDoom wiki is a holy gift
It's the only reason I was able to submit a map to DUMP3, and meet a whole bunch of nice modders, and get introduced to the build community as a result
Well it's thanks to the hard work of talented individuals
Yeah, I can't imagine how much time was spent on it all
It's so comprehensive and methodical
So many crazy doom modders out there doing the lords work
Like you go play a terminus mod, or lithium, and you can almost forget that you're playing doom
I remember thinking I was the coolest person ever for making the floor texture scroll below a train-shaped block I made
Or making a two-floor train caboose
the feeling of "fuck yeah I did it" trumps all
this, so much
i remember when i successfully bugfixed one of my weapons in zdoom
it either wouldn't take the ammo from the rest of the pile when reloading or it'd just not care about the "magazine"
that reminds me, i should poke around in a few of the released zscript mods to see what kind of a nightmare it'll be relearning shit
π
I remember trying to make a molotov cocktail in ACS which had the ability to spread to other enemies
It took me like 10 hours but I did it...
regular ACS is horrible
but if you use GDCC you can write code in C or use an enhanced version of ACS
Hey I want to make a dm map for dusk so I was wondering, the quake ranger is about the same size as duskdude right?
Also are there duskworld only powerups
roughly, and no.
Ok, Thanks!
Yeah, there will be a new powerup introduced in e2m1 right?
You know, if/when Dusk gets the ability to directly read Quake .map files
It'd be cool if it'd take +map "mapnamehere" launch options, so you could launch directly into your map from map editors
+map is something I want to have in early
i take it linux server binaries will be a thing
I've already got that in my plan, heh
the whole + thing is just a way to execute console commands from the command line
it's kinda like autoexec.cfg, except well, used on the command line
Awesome!
I was gonna say "it'd make it easier to make maps to-scale from the start", but now I'm curious if it's just easier to rescale the map after it's done :p
It's insanely easy to do that
As long as you have a consistent scale within the map
500, when you rescaled my map did you do it when converting from .map>dusk format, or was it done in Dusk itself?
Resealing the whole thing is nothimg
even then you can do it by converting coordinates to double or decimal before scaling them
to prevent precision loss
I did it after it was in bsp format, and loaded in
Yeah my method probably had small precision errors
But it's incredibly early and crude atm
And that's something that you'd be able to specify in the .map itself, maybe through some entity? Like having a world_scale entity with a key that you can set to 1.5 to make the world 1.5x larger and whatnot?
The ultimate goal is runtime bsp loading
Or am I confusing how that sort of thing would be done
you could totally have a world_scale entity
although you'd probably just set that in the worldspawn entity
Yep
since that's usually for map specific settings
Add a key to it
Ez
We'll just have the game read that parameter and scale the map
Very simple
I could get that working in probably 10 minutes
Since you're talking about precision errors, I wonder if that means there'd be problems if you tried to have the scale go upwards 1:1
Isn't Dusk like 1.78x the scale of Quake or something silly like that?
Someone did some random math, I will not vouch for that number
But like zombie said, we can easily avoid precision errors
Well! I'll trust both of you on it since you know far more than me on the subject :B
plus if necessary we can scale Dusk's assets themselves down
to match the Quake scale
Like you've probably seen some areas where the geometry has small leaks
In your map
That's very likely just a simple precision error from scaling it in a brutish way
Yeah Dawn will make scale much more arbitrary
Dusk has a lot of things you'd have to scale downwards because there's no global modifier
Like explosion radius, things of that nature
Every asset would need to be individually scaled downward
But Dawn can include a global scale modifier
Probably simpler to have a world_scale
But no reason not to support both
Ah, I see!
I just did a quick runthrough of my map, didn't notice any leaks even when eyeballing the super wonky off-grid slopes
I saw some :B
I guess it's a YMMV situation but it worked fine for me! So it'll be nice that it'll work even better in the future
I was triggered by it
Are you sure it wasn't just my poor mapping :B
100%
Bsp/maps simply won't allow the kind of error present
But this is also using an incredibly rough bsp import method
It will only get infinitely better
That's pretty surprising to hear, I always was worried about rounding errors in the back of my head
You'd be able to scale it to completely bonkers arbitrary values and not have leaks? Like if I just wanted to scale my map to 1.13% its normal size, no vertex funny business?
Yeah that should pose no issue, I think the build i gave you was 1.53
Or something silly
Color me impressed, this all is blowing my mind
I'm just as surprised as you are
But this is all too brute /manual atm
Need to finish the flow for end user baking and loading their maps
It's also absolutely polluting my source
for the love of god please dont change how ridiculously OP throwing a barrel at someone is
its glorious
Everyone in KOTH is a caricature of someone you could reasonably meet in real life, but not to the point where they cease to act like actual people
Wrong chat mate
Or is it..?
Thx
h
x
Is it okay if I regurgitate a lot of tonight's conversation in a few places? Or is this more of a "keep it on the down-low for now" sort of thing
Everything we say here isn't under any sort of NDA. Go nuts
Cool!
mhm, seen this before
Decided to scrap that wall of text, I get too ranty late at night :B
DUKS
arcane dimensions 
I have to buy a new laptop, what are the hardware specs required to play dusk so i can play any where any time?
i think itll run on any modern laptop at all tbh
Before i trash the one ive got, ill test out that theory
I mean, this one is going on ten years old
I cant even really stream from it
if the laptop has any discrete graphics AT ALL my money is on 'dusk will run'
And then the guy responds with "eh, graphics are pretty poo probably some bad Unity game anyways I'm off to bUY DESTINY 2"
if Destiny 2 had a low poly art style like Dusk maybe I'd be more interested lol
dusk mmo when?
DusQuest: Lords of Soap - coming soon to interwebz near you.
w h y
I actually do want to try Destiny 2 but man come on don't brush off Dusk
It's like 20 dollars
That's nothing
Unless you're 12
OI
All games = mixed π ±οΈowl
You can't use by itself
But in a π ±οΈentence like this it's okie dookie
Until Jab finds it and gets upset
we are truly in the dankest timeline
regional indicators including B are considered spam, that's why B is blocked by itself
I don't get the B meme
ikr
i think its a BPT thing
or deep fried memes
its about the whole bloodz and cripz thing
the bloodz use reds etc.
its also super short for brother etc.
All memes are forced these days
deep fried memes I at least kind of get on a weird level.
@frozen heart remember when memes used to kind of make sense?
wuss poppin jimπ ±o
those were dark days
BOTTOM TEXT
was random color option not as neat as I thought π¦
is there a best color preset
I like opposites : )
TOP TEXT
π
±OTTOM TEXT
WHOMST THE FUCK
im gonna make a b emoji mod for dusk
a nice little regional indicator font pack
π ±orale
and the letters that dont have indicators will be in comic sans
i hate you people
aww :(
also jabberino hate is a very strong word
thats why i used it
Good work shillbot
A+
hi
hi
π 
surrealmemes is where its at my dudes

SCRONCH

OOF MY SQUANCH
memes were always about being in on the joke. Now every normie on Facebook is memeing they have to make less sense.
Dusk is just a meme afterall
that was a meme
normies on facebook have always been memeing
memes have just evolved as they slowly caught up
hhhhmmmm ~~~~le meems XXXDDDdddd π ππ½
i see u are a meme of memeture too my fellow le redditor XD
r/meme economy
r/wholesomememes :3
shitty subreddits isnt very dusk related 
^^^^^
r/DUSKthegame
I wonder if dusk will run on my gt 730
likely might
not super well. IIRC, gt 730 is worse than intel HD in many applications
But will it run on my voodoo 386
wouldnt that be something
somethin like that
well I'm sure iris 530 would be more capable
but this is intel hd 2000
which blows donkey nuts
anyway is there a way to see FPS in dusk without fraps?
like a console command?
my tablet gets 45fps @ 720p. that has an intel 520
thats before it cooks itself to death because the entire unit is passively cooled
yeah tablets are weird beasts
the whole cooling 'solution' for most tabs is to simply power throttle the crap out of them to prevent them from actually running at full speed
then if you tinker with them and get them to run unlocked you end up melting the damn things π
dusk in portrait mode is surprisingly still playable
iDusk, now with intuitive touchscreen controls
Tap twice to start moving forward. Tap three times to move backwards!
dont give dave any ideas. the mad man would do it
Woah
Tap no times to shoot.
well a lot of mobile fps fire automatically when the crosshair is over an enemy
IE dead trigger 2 which is the tits
i mean if runescape can come to mobile, anything can
thats pretty decent
hdusk xD
i think riet's hud was better tbh
hhhhghhghnnng
i love nice chunky pixelated status bars
Riets hud fit a bit more tbh
what was riets hud like?
oh hey
the good s h i t
heh neato
THAT'S ALSO REALLY GOOD
i think the second one definitely looks better thematicallly but i really like the detail and polish of the sprites in the first one as well as the hud being familiar to what already exists
gud stuff all around π
YES SHILL BOT OVERLORD
most environment textures are 128x128. Enemies are usually 256x256
Huh... I hope that's not an issue
well, you can do whatever you want with textures, but we sure as shit cant sell quake textures
If I fit a 128x128 texture to a 64x64 brush, when the map is scaled up will the texture have lost some of its quality?
unless we want big daddy bethesda knocking on our door
Oh yeah, not the issue I meant!
no there want be any quality loss
it just #bnnuy-and-the-jits
Will you be able to embed audio and have it play through triggers in Dusk maps?
For instance, if I wanted a door to have a custom opening noise, or I wanted Dusk BGM to play during the map
if i had to guess, that's likely how they do the music
i would think ambient generic would allow that
Of course the devs can do it, but I was wondering if it's something that'd be easily available for mappers
if it works in quake 1 it should work in dusk is a good rule of thumb when looking at the .bsp importation feature
These things would need to be supported by the mapping workflow they recommend to mappers (Trenchbroom > convert > import), not New Blood's internal workflow (do it all internally with unity)
Oh, it's not an issue, rather I'm just asking if it'll be supported
wonder if pakrat or the equivlent will be supported for quake 1 maps in dusk
or if youll have to keep a seprate folder for material files
Hmm, can you even pack sounds with a Quake 1 format map? I've never done that before
So I want to make a DM arena for DuskWorld I want to know, should I scale it to be a bit bigger than it would be in quake or will there be a way to put the map up to scale?
And also how will the forest walls work, will it be like a texture at the very bottom of the map wall?
maps will scale fine
The scale is something like 1.5-1.7x Quake's, but both 500 and Zombie said that there'd be a way to autoscale your map for Dusk
@jaunty meteor You can play audio in maps, of course
you wouldn't embed the audio file in the map itself though, but rather just bundle it with the mod
You'd do something like func_audio or something
func_vehicle?
For making map triggers to play an audio track?
yeah
Hmm
Awesome, very happy that functionality is in!
Sorry if I'm asking about basic features, but since I'm rediscovering mapping after not doing anything with it in over a decade, it's all really exciting to me :B
Just remember that currently my #1 focus is scripting (custom enemies, weapons, etc)
custom levels are likely to be the feature implemented last
Fine by me!
as a result, anything I say is subject to change
Since custom maps are probably the hardest part to get "right"
Not only do I want compatibility with established Quake entities, but we've gotta add our own too to simplify interaction with other parts of the SDK
Would you feel uncomfortable if anything you posted here regarding mapping features was reposted on, say, Steam Forums?
Not at all, as long as it's made clear that it's an ever-changing component of the SDK right now
Will do
I'm glad people are making maps this early, gives me hope that the pain of getting those loading won't be for nothing :D
If nothing else I can guarantee that I'll have at least 2 maps ready for the SDK when it launches, possibly more
Also are there gonna be tunes made for DuskWorld?
was the lawrence spector x dave oshry panel recorded?
Hey this doorframe is something that would reasonably work in dusk right?
depends, unity has a different unit/inch scale than Quake engine
Well the duskguy is 1,78 times bigger than ranger I heard so this probably works, or does it get even more complicated than that?
if you're gonna make a dusk map in for example trenchbroom, you need to scale it so that it makes sens in unity
or so I heard
because the map is gonna be either too big or too small
Well I made the doorframe bigger than ranger on purpose but I guess I could still scale it out afterwards, it's a pretty small map
because the size of a unit in unity is bigger than in Quake
you need to scale everything down
the whole map
afaik
Well that's just confusing 500 told me that ranger was 1,78 times smaller than duskdude
maybe it's based on units
Well shouldn't the map fit the player size no matter the unit?
no
imagine
you make a house
and you do the area 450x450 inches
and then you wanna make it into cm
and you do 450x450 cm
Oh so it converts the Bsp into a dusk map but by also converting the unit
Well I don't know, do you think I should just draw my map on paper and then build it after I get to mess with the BSP2Dmap converter?
I take no responsibility π
Well you know what I think I'd better just wait
π
quick @prisma halo question re:modding-stuff-that-aint-maps: what formats will be supported for custom models?
[presuming that's a thing ofc]
IQM is the "main" format
possibly IQE as well
there's also support for MD3
Maybe more in the future but any other formats aren't a priority right now
coolness! that's what I needed to know.
[the usual disclaimer: i'm not actually planning anything. Just letting the imagination gears turn until they stop on something.]
[also thanks ;]
π
good job shillbot
nice enjoy
@opal plover if you just scale it per quake it'll be fine. There's gonna be tools to scale quake maps to dusk size
What churbot said
is duskworld going to be a seperate free game client?
it will be free with your purchase of dusk
ok was just wondering because quakeworld is the free standalone version of quake
i confused it with nQuake
:P
but yeah, duskworld will be a separate executable from dusk, however when you launch dusk on steam, you will get an option between launching the main game, or duskworld
"pay duskworld" you mean
πΈ
gotta pay everytimg you play
if you die the app closes
gotta pay again to get back in
If you die, an important windows system file gets deleted.
http://www.escapistmagazine.com/news/view/94917-Lose-Lose-The-Game-That-Deletes-Your-Files <-- someone did this a while back
Screw Wargames: Lose/Lose is a little art game with an incredibly apt title - the only way to win, is not to play.
not quite the same thing, but I'm also reminded of the old doom hack where killing an enemy would kill a running process on the system:
[geeze, i have space in my brain for this stuff but can't remember what i had for lunch]
When is duskworld coming?
I'll setup a server when it is ready! Everybody will be welcomed!
inb4 good players learn how to spawn frag players through walls with crossbow (half life gauss gun flashbacks)
Hmm... but when I test it out, player can't clear a 56u-high room
Blegh, I have no clue anymore
How is Duskworld's netcode?
What's the longest-distance game that's been played so far?
You have Duskworld?
i'm a part of QA.
if y'all need someone with shit internet for testing, i'm yer guy π
Well heck, all these unmarked special people
theres not many of us.
zombies work is well talked about
i think im the only unmarked guy. mostly because im not a mod and i would be a terrible moderator.
I was curious if Dusk had any sort of lag compensation, like in Valve's source-era games
thats nothing i can talk about. not because i legally cant but because i lack the understanding.
Where hitscan weapons will always favor the attacker during rollback, meaning that even if you have 200 ping, if you hit a shot on your end, when the game updates to reflect what happened, even if that guy ended up being behind a corner by the time you "shot" him, he'll die
Which sounds strange and counter-intuitive, but it goes a long way towards making hitscan usable in high latency
yeah i dont know how duskworld handles its networking.
im more worried about making maps to fight on and making them to the best of my ability.
i would ping the guy to talk to about it but he's currently killing nazi's in day of infamy.
@exotic ibex you making mp maps?
well, i made the layout. david set dressed the thing and implemented a few things.
who made the QC maps; you and Dave?
theres basically one other unmarked dude here
and he made the other map
that wasnt made by david rather
the industrial looking one was hank
the castle looking one was the other guy
and the cliff one was david
nobody knows
yeah
lmao
a wip version
ill wait for the finished lighting, might as well
YOU JUST SAID ITS ABOUT TO BE FULLY LIT
π₯
just see if the lighting looks bad in unity
dude, I'm a Romero type guy
test and play often
Alright, after two days I have some feedback from my grandfather about Dusk.
-
He said it was hard for him to read the text on screen, but I explained to him how to change the color schemes and I have yet to hear back from him on that.
-
He said it would be helpful if there were some kind of map system for easier navigation.
-
He is confused about how to find weapons, ammo, health, etc. and keeps thinking he has to interact with the items instead of walking over them; this was resolved after I explained it to him.
-
He really enjoys it so far and I will get back to you when I have more information.
π
π―
π© π π π― π
π―
O N E H U N D R E D
will duskworld have level tracks like UT
probably
awesome
Deck-16 for dusk world would be divine
Dusk is an action fps game coming out in october 2017. In this video I go over some of my thoughts on the game.
i made a video sharing my thoughts on the game
i am geno
gonna check this out RN
nice gameplay and the facts are on point. good job mate π
@broken tulip very nice
nice, thanks
and fair analysis :))
hope we can please you with the rest of the single player and multiplayer
I'm ready for MP
aren't we all? π
I would like to have a server
once the full game's out you'll be able to host your own internet / LAN servers or play on our official servers π
Ok, thanks
I want to make sure my mind isn't playing tricks on me, didn't someone in here say that at some point, Dusk will have rudimentary support for Half-Life/GoldSrc map importing
Geometry, if nothing else
ehhh, its very tentative, no promises yet!
F
JUST FINISHED EP1
@indigo dock Glad to hear he's enjoying it, and it sounds like his issues are fairly minor :)
Are yall close to the testing of Duskworld?
SOON
speedrunning the game, so far im at the city with something around 10 min in game so far, avarage about a min per level, with the first and one more being at about 30 saconds, whats the record so far?
OOB is down to sub 5 minutes
All info here :)
Most people run accessable so far
No OOB is 4:53.93
OOB is 3:11.59
Both held by Brainfluid
ive been playing on cidero medro or what ever it is, and whats OOB?
oh wait nvr mind
Out of bounds
yeah I got that last second, and wow, id love to see the video of that
Its on there!
huh, guess i should look into running it on accessible and recording it, sadly though the game lags a bit when i record, think my processor isnt up to recording anything
What is your CPU?
eeehhhh idk off the top of my head
Ah, if you knew i could've helped a bit
got a nvidia gpu? just shadowplay
its a amd
amd has a shadowplay like function. not sure of the name
but they have their own encoder
its a 4300 quad-core 3.8 GHz according to my settings
yeah, maybe its just my settings
try recording at 720p / 30fps with a 2000kbs bit rate. its pretty cookie cutter and works on most machines
amd is something like relive?
think thats it
oh yeah I also showed DUSK to my friend, who has never played doom or quake, or really any type of old school shooter, and he said he loved it
the dusk effect
if a game graphically looks shit, it doesnt matter if its F A S T
*the game does not graphically look shit
What
i dont know either steev
low poly look has an innate appeal, don't think it's entirely based on nostalgia.
like I've heard people talk about the Model 3 Sega stuff as 'hard poly' look. Scud Race, Virtua Fighter 3 etc. Those gamegs still look kind of cool. Chunky models.
lot of arcade game aesthetic was built around it. After the mid 2000's things stopped looking like arcade games starting to look like low budget pc/console games, and it wasn't just the tech falling behind.
last 20 years everybody obsessed with chasing photorealism with diminishing returns I think kids are going to be more interested in abstraction and style, which is more easily achievable with lower fidelity graphics.
Younger gamers are already somewhat more accepting of that.
Which is good because chasing photorealism is honestly a bit of a fool's errand. It always results in games that visually age very poorly, and even if photorealism were achieved all you've managed to do is make something that looks like boring everyday life. Woo.
western gamers i.e. teenagers had a whole obsession with omg mature games in the mid 2000's. Cel shaded games like The Wind Waker started coming out and people were saying they were cartooney or for kidz. Think that debates well ended at this point, bar the odd dopey youtube comment
all the desatured colours. I'd point the finger at quake but that was engine limitations. Quake 3 was quite colourful if I remember right
yea the thing that people seem to say about programs like blender etc. where people are always chasing photorealism, is that pure photorealism is boring. you need to do something special/different to make it good/interesting
i think i remember blender guru saying it in one of his vids
what
- Check with mods first before posting any game keys. All keys will be deleted otherwise. Malicious keys will result in an instant ban.
ok my bad
just making sure you don't get in trouble bruv
I want a Dusk shirt!
they're comfy
Heh
legit one of the best shirts i've owned.
I figured it would be rough, I guess its whatever edition you get! Duskmare is rough
cant wiat for the inevitable moment when its all worn out and i cut the logo out and get that shit attatched to me jacket.
you know
i dont exactly think achieving complete photorealism in a game is a bad thing
maybe i'd like to see real life but do things i can only do in a game
photo realism in low poly games like dusk and quake just look bad
I don't mean dusk specifically
then why bring it up in #dusk-duskworld-dungeonsofdusk?
because David talked about it just a couple messages ago but I didn't want to go to general and tag him cus idk if I'm allowed
*trash metal
its the genre were we throw nerds in the trash while thrashing around like idiots
yes
Play Dusk to Smooth Jazz, its the best! π
Hey how does one make a skybox texture anyone?
I thought I was in general π
Escape from New York's rad as hell
Fantastic film
Wrong channel
Duskdude is floating invisible man with two eyepatches
Good job shillbot
He's always so enthusiastic
go away
:0
Will dusk support demo recording/playback?
no promises, but there has been talk about it internally
all you gotta do is throw it
then I guess i haven't been able to hit anything with it
u dum
not like no more room in hell is a party based game or anything
wrong channel
my bad
also, don't do that smug condensending thing
that's my thing
Wait NO MORE ROOM IN HELL??
Oh man, wish I could've got in on that
I love that game
Good job Shillbot
shillbot finally mindbroke me
Guys, you're all wrong. I found the real identity of Duskdude.
Here he is in all of his glory. You can thank me later for the leak.
wow
dusk dude is the invisible man
Dusk dude is a floating bar of soap
Dusk dude is secretly masterchief
Dave said, "There was never a name for the DUSK dude because it'sΒ supposed to be YOU."
Duskdude is actually the weapons held by the brainwashed protagonist, who is merely the vesel in which Duskdude uses to traverse the game. He is an etheral entity who takes the form of multiple weapons, and a cigar, hellbent on destroying the evil-ness of the world.
Or something...
Send duskdude to Florida. Irma needs some... Idk. Dusking?
it's the pope!
Good One
Shillbot, why are you so flippant yet desirable?
worked on me
Its on twitter. But good luck going through 10k something photos he has up
every other dave tweet is a photo
Fug cant believe how fun this game was vs my expectations
That's a younger Dave?
yes
Is this dusk dude the same as the dead guy by the gate?
Nah
that dude by the gate is a super secret EP2 enemy
The texture work on that guy..... Well it needs some work
how dare you say that
Its ugly
I really hope he is an enemy in the full game
Take a looksee here @limber pier https://www.youtube.com/watch?v=tsu9uDMlIMM
Things have gone wrong. Very wrong. http://store.steampowered.com/app/519860/DUSK/ Discord.gg/NewBlood The new Hulshult trailer track is HAND CANNON from the...
Hes in there
Somewhere around the 23 second mark
These guys look neato
spoopy

Duskmare
so whats it gonna take for @urban sparrow to release the ep1 endless music
becaause i need a clean version of it for listening purposes
^^^^^^^^^^^
soon
GET ON THAT SHIT
Be patient
Hand cannon can only satisfy me for so long
Hand Cannon? nahhh
Pre-Order and play episode 1 NOW! Official music from the game. Trailer: https://youtu.be/Flduv46BT78 http://store.steampowered.com/app/519... Discord.gg/New...
If you have specific feedback about how textures/models could be improved suggestions are welcome. "It's ugly" is not particularly actionable. Especially since much of dusk is supposed to look ugly and deteriorated.
^
Critique is fine but when it involves art I usually need more specifics since it's not my area of expertise.
hey jefe i forgot to tell that dusk is amazing and thanks for making this game and i didnt even know that i needed a game like this in my life
πthanks!
best song thats actually in the game and not needed to be ripped rn is endless rn
or endless v2?
yeah endless is fantastic
whatever
hey all, I'm sure this has been asked a million times, but will DUSK have custom map/mod support?
!dawninfo
.dawninfo
fuck
== DUSK & DUSK SDK (DAWN) INFORMATION DUMP ==
- Dusk is developed entirely in Unity, although you could easily mistake it for the Quake engine.
- TrenchBroom is the "officially" supported mapping tool, but that doesn't mean others won't receive support or testing.
- Custom scripting (enemies, weapons, game modes, etc) will be ready long before custom levels will be, and will likely have some form of public testing phase.
- The SDK will contain various tools to aid with mod creation, but none are necessary if you enjoy developing raw (maps and shaders are exempt from this).
- Scripting involves a custom definition language along with Lua for behaviour control, and potentially Squirrel as an alternative option down the line.
- Custom levels are currently in the form of asset bundles, which a BSP must be converted to within Unity. There are technical reasons behind this, but there are plans to remove this limitation and allow loading BSPs directly.
- The official game data formats are IQM (models), PNG (textures), flac (audio), however they are not the only ones you can use.
- You are able to load Quake 3 MD3 models, and potentially Quake 1 MDL models down the line. However, this feature is not officially supported, so don't expect it to be flawless.
- Yes, there will be a console. Yes, mods can make use of it.
- An .fgd and a .wad will be provided for use in Quake mapping tools.
actually, you forgot the super cool code format
I didn't copy paste the one with the code format. So no, i did not.
Amazing, thanks @quiet rose
No problem π
Wow, after reading that, I'm so fucking pumped to make levels
there's no command for that. read the documentation !!! @quiet rose
Wasnt there?
I thought that there used to be, actually
never
I dig the improved mortar, I think it already looked pretty neat but its looking good now for sure. the one thing I think could be adjusted would be pickups in MP, the little shells and purple potions are not easily readable for me compared to something like the bright and clean open arena pickups
they don't even need to be colorful, or highly stylized, they look fine in plain White too
Is that an image from CPMA?
google says Open Arena?
Those were the same pickups for QuakeWorld champs
not yet, I just like watching the video unmutual posted up
Id give it a shot once its out first π
oh for sure, you know how teeny those purple potions r though, I just thought it b nice if their hitbox was more generous, not so specific
lol y did unmutual pin my fuck my wife comment
I'll never live this down
I'
i did that
Having said that, I try not to put the little purple things in MP maps for two reasons
a. they're tiny as heck
b. they're kinda useless
^
and yes, pickup hitboxes have been discussed and will likely recieve an increase
i know i stuck some coins on the power lines in the ghost town MP conversion lol
theres some on fusillade i think
that's right, they lead to the diamonds
yepo
either way, pickup sizes have been talked about and that's probably next on our list of changes to incorporate
good that you brought it up
nice nice, thats all I had to say basically, I wanted to throw down something constructive instead of a shower of hurt and pain and squealy whines
I can't abide by people making dave feel bad

@thorn trout for starters theres a heavy lack of detail texture wise on the whole far less than most other enemy types. With his legs it looks like you uv unwrapped him on a black texture plane proceeded to paint but never finished his legs leaving these hideous black streaks down them. His mask doesn't look very solid giving it a more fabric than metalic feel and really it just needs more it feels unfinished like you got the basic colors down and stopped there not doing anything else. Compared to alot of the other models he feels texture wise unfinished and also his legs and feet are horrendously blocky you can get more poly's the bigger an object is and judging by how thick his legs are he really needs them.



