#general-modding
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And the chaingun sping too slowly
Yes at least it's not brown
I could not agree more
Really interesting look in the Burning map. I think that if you lower the rate of the strobe lightning and remove some of those semi transparent flames that occlude your view at the beginning it will look even better
I like the the section with the platforms in the lava abyss
not enough lore and the story is pretty lame 0/10
tbh though I feel like there weren't enough enemies
@unique trellis I kind of want the occlusion, beginning is going to be this super chaotic oh crap the building is falling apart scenario. Good thoughts though for sure.
@coarse token yeah I set up the environment before I add in enemies. I've familiar enough with blood monsters over the last 20 years that I "stage" conflicts mentally and then add them in later...
And now that we can add new CustomDudes directly through mapedit... Sky is the limit.
@unique trellis Have to watch the video in crusty 360p (bad internet ATM) giving me the most authentic experience. B)
hey guys
not a first room
Kind of looks like a compressed screenshot from a 90's game
Just needs a crunched resolution
Kind of want to make a game with a similar aesthetic.
wow
that doom 16 in quake video
never paid attention about how good the sound design of D4M is
jesus that mod is insane
Tfw you start working on a Dusk style bobbing and you change two lines of code and it just works https://streamable.com/4gheh
Now it really feels like Dusk in Doom!
nice
When you are HUP HUP the gun only sways left and right depending on the directional inputs.
I am working on that now but that too is not going to be much of an issue.
Almost done, gotta improve interpolation and fix a glitch that sometimes when you land on the ground not hopping your sprite temporarily disappear but for the rest it is done
https://streamable.com/rvy9o
@grim kernel Is that a T.A.R.D.I.S.
So I'm taking that lil' model viewer I made for that one model and I'm going to make it actually load user models
hell yeah
Quick lil' logo I made for it. Not the best thing ever, but I think it works.
y'all I swear game dev can be brutal. But hey, I prevailed eventually.
Just finished the weapon script for phys based explosions after hopelessly trying to figure out the source of my bug. Turns out that not only are raycasts really useful but also that layers are a bitch to work with when you have more than one of said raycasts.
Well, can we get a vid showcasing it? I'd like to see this as I've always wondered about doing that too
It doesn't look spectacular because there is no particle effect but I can record one later. I think I'm going to watch some youtube in the meantime though.
Neat
Made an effect for the menus in my model viewer
good shit
Thanks!
Scripting the file loading now, really easy apparently. Wasn't expecting that
Wow I can't believe the dawn model viewer got leaked lmao
I should probably call the dawn model viewer something other than "model viewer" because it's more like "model tweaker"
it's intended for things like renaming bones, reordering the skeleton, etc more than viewing models
model utility maybe
could work
naming things is hard
thats certainly an og meme
meatlass soccer when?
that one is a TRUE og meme
Forum Thread: TBD Explore giant colorful worlds while completing quests to obtain Golden Souls! You can fully explore the maps at your own pace, and even exp...
Yep, it's real.
hell yea
sounds like fun for the whole family
damnnnn
golden souls is by far my fav doom mod, haven't finished 1 and 2 yet but nearly did. guess it's time to finally do it
i basically 100%'d 1 lol
I didn't know 2 was fully patched
We should have ROTT weapons, especially the 2013 version ones as a Dusk weapon pack someday.
Imagine the Gatling Rocket Launcher and Firewall Cannon in there.
hehe dusk is probably gonna explode when SDK is out
just waiting on doom and quake map remakes now
not to mention whatever else people come up with
absolutely everything
arcane dimensions but it's a maximum action map pack
nice
I can't wait to try making levels in the DUSK sdk, its gonna be so freaking cool
@misty sparrow Same here
Used to texture's to work on my own level
Not super impressive but it looks decent imo and I'm proud of it 
Overview of the level so far
THT Thernody is always the best megawad for me
WIP double barrel elephant gun
Nice
Looks great!
Nice shotgun
Done with recreation of Dusk's bobbing.
Update coming out soon after some safety beta testing https://streamable.com/t7zd0
I learned that OBJs are human readable. Sure most of y'all already knew this, but I thought they were a binary format
I like to mod too!
https://www.youtube.com/watch?v=FqcoQYiCjG4
Mappack : Eviternity A little mod I'm working on
i tried adding custom music and a map name into slade and it somehow deleted all my shit so i'm just remaking this map from the ground up
its turning out way better
yes
Neat
I made my first significant step in getting godot to import 3d models at runtime
I can load verts straight from the OBJ now
Now I need to get the faces to load properly
Actually, faces are generated automatically. If there aren't any random faces I could just load the normals...
Armand's shotgun is dang sweet now. I can envision this as probably a Dusk mod when support for it arrives.
I can't see it in DUSK; doesn't fit the art style. I can see it in like... Idk actually the art style of that shotgun is pretty unique
Updated Dusk Movement to 1.2, now with 100% more custom bobbing
https://www.doomworld.com/forum/topic/106780-dusk-movement-minimod-12/
Changelog 1.2:
- code optimization (removed redundant variables, certain functions are calculated only when it is strictly necessary and other stuff);
- the way speed penalization works when "Easy Speed" is off is now more logical and revolves around a value that is dynamically adjusted depending on your current speed instead of being a fixed value;
- a custom bobbing animation. When Dusk Bobbing is on it overrides whatever is the GZDoom bobbing animation selected in the weapons' code. Moreover, Dusk Bobbing is a completely detached entity from GZDoom bobbing, which means that you can switch back and forth the two animations styles without any need to retweak values in the menus. The bobbing is fully customizable and It is HIGHLY recommended that you adjust it to your liking.```
What is this? A minimod that recreates the movement of the game DUSK developed by David Szymanski and published by New Blood Interactive in GZDoom. This mod does not aim at being a 1:1 recreation since DUSK is not open source and there are a couple of behavioral differences i...

Yo Armand you ought to put that elephant gun in Maximum Action when we get weapon support
This model is sort of for a personal project, but I'll keep in mind to make a second look-alike for MA weapon modding
https://streamable.com/8018b hey here are some animations i've done for hl1 source
pretty old though
and dont mind the sounds i dont remember doing that
BOOM SKYA
I can see the mechanism that locks the stock in place is broken
otherwise those are neat
i cant remember what's the latest animation i've done
OH
some hl1 pistol animations
dont mind the hitch between equip and idle anim
equip anim is from another project that i slapped there
https://streamable.com/cj8jm did this shooting anim too apparently but it's not that great imo
oh fun fact
in hl1 source
i have completely remade the animations of the crowbar and the gauss cannon
i could easily do a better job nowadays though
i took inspiration from black mesa
Y'all... I need some help. Who had made a OBJ importer before?
updating another enemy sprite for viscerafest. Old is on the left, the new is on the right. Enemy type is called the rocketeer, or as i've nicknamed him the potatoe.
Biig boye
Breen Grub
lookin' good! alot more detail on the new one
@wise pier here you go. was a bit lazy so it's just the default doom berserk, god and speed boost effect, so they wear off. replaces stimpacks.
@slender knoll @untold niche @grim kernel thank you 
ye
Best not to share download links
Would recommend linking the ZDOOM forum post
Provides links for it and then some
Plenty of solid add-ons for Ashes especially
ashes is probably my favorite doom tc ever made
Also
There's just too many to pick a favourite
Someone id reccomend to you all
if your into doom mods
Home of Doom Mod Madness, and (when I can be bothered) much more... Find me elsewhere on the net: Twitch โบ https://www.twitch.tv/mr_icarus/ Twitter โบ https:/...
This dude is fucking awesome
He aight
Doom? What is that? A cult? Do they have free pizza at their meetings?
yes.
Didn't realize just how far apart the barrels are spaced until i put a rig on it
I could tell something was off but couldn't put my finger on it
At first I thought it might have just been the lack of a bead sight but that was probably what it was
I just didn't notice it properly
@grim kernel when some wacko on newgrounds makes a crappy flash game. Or if modding becomes a thing than i'm sure hdoomguy will do something.
im gonna beat him to it

That SSG looks like it's staring at us and judging our poor life choices
Still looks cool tho @unique trellis
Apparently there's a C# lua interpreter
Dusk Movement 1.3 https://www.doomworld.com/forum/topic/106780-dusk-movement-minimod-13/
Changelog 1.3:
- Simplified the code that differentiate between walking and running speed.
- Now crouching speed is the same regardless of wherever you are holding the run/walk key or not (like in Dusk).
- Added a menu option to customize how easy it is to gain speed by strafejumping in circle. This option is meant to be used when you find a combination of settings where you are not able to accelerate as fast circle strafejumping as regular strafejumping. In fact the option only marginally increases the speed boost.
- Reworked the option menu. Now it can be accessed at the bottom of the GZDoom Options menu and it shows explanations of what the options and sliders do (adaptation of Nash's Tilt++ Menu).
- While I still work on figuring out how to make the mod universal have 3 more compatibility patches for GMOTA, High Noon Drifter, and QCDE. ```
What is this? A minimod that recreates the movement of the game DUSK developed by David Szymanski and published by New Blood Interactive in GZDoom. This mod does not aim at being a 1:1 recreation since DUSK is not open source and there are a couple of behavioral differences i...
@unique trellis there's a few, most are just P/Invoke bindings to regular Lua, but MoonSharp is one that's written entirely in C#
Yeah I'm using MoonSharp rn
You can use C# itself as a scripting language too
I was going to invoke the c dll but then I googled "lua in C#"
Super early versions of the Dusk SDK used MoonSharp
wouldn't you need an external compiler for that? If you were going to do changes in realtime
oh thats cool
Roslyn (the C# compiler) is available as a library
Ahh
it can compile full C# and a separate dialect of C# made for scripting
allows you to declare functions without classes, etc
Cus I know the new facepunch sandbox game uses c#
They probably require you to compile the code yourself and give the game a .dll
Might be invoking the Mono C# compiler at runtime then
They had a webbased console at one point lmao
I experimented with turning the Mono C# compiler into a library a while back before you could use Roslyn in Unity
Ahh thats cool
Was a waste of effort considering I didnt even end up using it lmao
Damn, aren't you using something more like quakec now?
Yeah
Actually had a look at modding quake this morning
seams to be a bunch of global variables you need to know
cus you never get passed anything
You get passed an entity but the syntax doesnt make that super clear
Yeah but if you like run a traceline it doesn't actually return anything you just kinda use trace_endpo, trace_ent
Yeah, some of the APIs are like that
vectors are kinda strange too
if you declare a vector, it seems to actually implicitly declare three variables: name_x, name_y and name_z
Pretty cool you can just write '0 0 0 ' to make a new vector tho
Yeah, it's convenient
So are you like done with your scripting language ?
The language being used isn't custom, it's currently straight up C
compiled to bytecode
Dusk is developed in Unity, yes
The backbone of Dawn is still Unity from my understanding.
Just a little question, Jakob: is that supposed to be a 3-barreled weapon as some test?
@wraith beacon that video is so cute
That model viewer I was working on is done. Let me know if there are any bugs. Might actually turn this into a real modding utility for Godot games if enough people want that. https://goldenthumbs.itch.io/retro-model-viewer
@unique trellis It's supposed to be a chaingun
Creating and moving gameobjects
I like that chaingun
It might look the same but now I'm using an object proxy instead of a bunch of functions
would anyone who knows UE4 be willing to help me out
im trying to get an enemy to launch backwards on death in the direction you shot at it, it works if theyre facing towards you, but from the back or side they go in the wrong direction
heres the BP
I dont know UE4 but aren't you using the enemies back as the direction
im using the direction the projectile is travelling when it hits
i would draw that as debug vector to visualize the issue, it may not be returning the result youre expecting before you apply it to your target
right
also , im no ue4 guy, but make sure the vector being local space or world space is all sorted out
ye i think thats the issue, its pushing it in the vector relative to the enemy instead of relative to the world
but idk cos im not that good with vector stuff
Doosk time
Not really. Just a placeholder experiment to see if there were any maps with optimal "ripping features", found some.
Not perfect conditions, but decent enough for this experiment =P
https://youtu.be/dHkPngT-gbI
Not really a mod, but an experiment to check if it was possible to rip something with the regular version of dusk. Not all the optimal conditions required fo...
Ah hell yeah
=P
Looks awesome
Great job, Alphaent!
Now we'll really have Dusk in DOOM.
I've said that many times, but still, though.
Someone should make some maps =P
Doom in Dusk sounds amazing
alphaent's ripped sprites quality never disappoint
Something I made was actually put in a game .. it's just a home base made utilizing free utilities (and it's an older version of it) but it made the games release! It's a TARDIS buried inside a mountain, pretty good considering the tool set
The game is called Block Fortress Empires.... Basically, Mario Maker + Minecraft + TD + fps... Really has to be played to be understood ๐คฃ
It makes this old Mann feel good.
ohhh thats awesome! vworp vworp
Oh my goodness does that mean we can get Hexen too ;-;
@grim kernel you made the quake TARDIS right? I remember that.. yeah it was a pain in the butt to make but I like how it turned out
was a bit unsure to share this here but since i've shared the game progress here too might aswell.. I have finished that lil action rpg i talked about, here's a link. I hope someone here gets a kick out of it โค (and its free, pay what you want model u know) https://akselmo.itch.io/castle-rodok
just delete me if my shilling got on your nerves
delete @dusky tinsel for sharing incredibly cool looking stuff
looks gr8
Thank you ๐
oh yeah its that ps1 looking game
Work In Progress - Everything you see here is subject to change This is the first mission of the first area of the game, Windmill Acres. It's a simple object...
@unique trellis the color is random, I just added it for flare ๐
Flair? Flare?
Anyway, it's just there for cosmetic reasons. Weapons have different stats though.
Yeah I could have added it there tbh
is this supposed to be your super shotgun from the other day
yeah
barrels still seem too far apart
at first the spaced barrels was intentional
but i realized too late it looks just ridiculous
I just spent like 2 hours learning vector math just so I could write a cube to a .map file
thank you trenchbroom
yeah ngl I still think it looks pretty cool. Plus it looks good overall and the animation is smooth. @unique trellis
thanks, i spent way too much time trying to perfect it for 4 keyframes
hard work pays off though
https://youtu.be/0PlIbLaa4e4 Neat thing I made for a friend
New retro water shader I made that has some cool features. Check out my friend's game! https://akselmo.itch.io/castle-rodok
The pixelation is texel based, so the resolution of the material is the same as the resolution of the texture.
https://www.youtube.com/watch?v=jCZn2um_6No
this should be ported into Dusk
Siren Head - Atmospheric PS1 Styled Horror Game with a Jaw-Dropping Monster Read More & Play The Full Game, Free: https://www.alphabetagamer.com/siren-head-g...
if i watch this will i be scared
maybe :^)
no jumpscares ok?
The thumbnail itself looks cursed....
if i get jumpscared im gonna ban you. my brother works for discord
dude im so scared
1-10
i havent even gotten to the monster yet
it would really fit into Dusk
DUDE WHAT THE FUCK
do you hear the sirens
why does he make the EAS sound
he should make a constantly droning siren sound it would be scarier i think
instead of just the EAS and some screaming noises
it should be a constant droning siren like the one at the beginning of the video as soon as u see him
https://youtu.be/XLJYg9GBd2E?t=93 like this, i love this video
Twin tornadoes heading into the Dodge City Kansas area while tornado warning sirens blare on May 24, 2016. This is Part 3 in a three part series documenting ...
the two-tone siren is so scary
sounds almost like a choir
yeah
i can totally try and put him ingame when the dusk sdk comes out
ive no idea how animations work in dusk though so
probably some unity thing
we'll find out when the sdk releases in 2246
a cool idea would be that weapons couldn't damage it
well i had the idea that you have to run away and hide from it at first, but eventually you find an shotgun and can whittle away at its health
but you cant kill it
the only thing you can do is to trick it into walking into a teleporter
you have to telefrag it lol
that would be cool actually
oh cool idea, when you encounter it you lose all of your ammo, sickles , and your sword
well i was thinking the level started with no weapons, just sickles since thats default
๐ค more solid than my idea
what was ur idea?
that when you encounter the Siren you would lose your weapons
well, what would you be fighting before?
i didn't originally come up with this before, but you fight some run of the mill cultists, then it would move on to military, wendigos, and welders some cowgirls even. they want you out of the place, they seemed to be containing something here, when you kill them all, you open a huge door like the experiments but nothing is in there, when you go inside you are knocked unconscious
you wake up a mile away from the facility that was containing the Siren in a forest, like the one found in Ghoul's Forest from Doom 2 and you try to evade it with no weapons at all, you trick it into going into a teleporter and you win. later you open a chest and get your weapons back, then the cult dude congratulates you and the level ends
Dusk spooks
in the middle of nowhere?
i'll leave this here as some food for thought https://www.youtube.com/watch?v=LnkMSmLc6mM
Shot from The South Loop on my balcony. The Sears Tower is hidden behind the storm in the center.
๐ค better than the two tone one
the siren head is pretty slow though, and it doesn't mesh well with the duskdude's speed, how could this be remedied?
make him faster
how fast though?
Seems like the best & most obvious solution to me
just fast enough to keep up with a non bhopping dusk dude
sure
i was thinking that, maybe the siren would damage you based on how close you got, it's main damage coming from the sound it emits
Well the lore bullcrap that Sirenhead has around it doesn't state the sirens themselves cause damage
they're to disorient and cause fear in prey
so lame
What if when you provoked it it would shriek and cause damage? So you could shoot at it if you want, but you have to keep away to shoot at it without bursting your eardruns
^ good idea
That's a real good idea
would be less annoying to deal with because you know for sure when it'd damage you purely through the radial attack
Type to reload level design be like.
OOOH
crispy
looks like cobblestone
Grayfix
love it
ooo
yes
holy shit

Just a wall of death 
holy viscerafest hype

man now that you mention it...
what is that game called btw?
Viscerafest
thanks
@viscid sandal rough estimate: how long?
and dont say something like "sooner than later"
"Before Mount and Blade Bannerlord comes out"
well thats a safe bet
@slender knoll hoping for the shareware version to be available in a month or 2
Shareware will have chapter 1 which is 6 levels and a bonus level you can unlock.
and also the prelude intro mission.
Chapter 1 will be the shortest however so
and its a complete rework compared to the version that ran on blender?
@slender knoll levels 1 and 2 have large sections that were heavily altered, levels 3 and 4 have a similar general layout but have been completely remade, and the rest is 100% completely new. A few gameplay mechanics have been added, everything is being very heavily polished up. There's some fun in game and out of game story stuff thats being added. Some of the enemies have been changed to how they worked prior, and a new enemy type that first appeared originally in chapter 2 is now in 1.
sounds niiiiice
The options menu is being expanded as well, and we're also adding quicksaving. But quicksaving won't be available in the first shareware build as its not a priority for us as of right now because work on it will be fairly time consuming, and the options menu will not be fully fleshed out until the full release.
We hope to add stuff lile color blind options, basic gameplay tweaks, fun visual settings, and more.
But I think I'm also safe in saying we have the best fov slider in any game ever 
how is that :D
@slender knoll 50-180
wew
And when you set it to 180 the slider says "ok we're cutting you off"
pretty sure after like 140 it really starts to bend the visuals doesn't it
I think some guy did Quake with 360 FOV and it was pretty ridiculous
hmmm, I should put this in a game
pewpew
how the hell do you get artist roles
๐ค
Oh you crazy bastard
Also fyi if I were you I'd use one of the grass texture instead of the rust one
grass2 would probably look best there
Also maybe dirt5 instead of the gravel around the pool
I'd go lava
true
If the name is grasstex2 then you probably don't have the final ones
they're organized like this
I'm just a peasant having to use dumped textures
ask @keen bear for a wad
ahh I was thinking like +0button +1button variations
those textures aren't intended to be used in maps currently, they're actual entities you place
object_button, etc
(this is mainly because it makes it easier to convert the main game's levels to something the SDK can use, but in the future I wanna make them regular textures that you can use with something like a func_button)
So we'll have both object_button and func_button eventually?
object_button will potentially disappear entirely and be replaced by func_button, depends on whether the SDK reaches a "1.0" before then
since anything after a 1.0 release can't be allowed to break mods
(tl;dr the first release of the SDK will be like a "public test", and object_button is a temporary object used to make converting the three episodes easier)
@coarse token you dont even need to get to 140 for that to happen
let the records show that I have said several times that an e1m1 remake would be out within 24hrs of dusk's mod tools release

You could keep object_button around and have it load a model or something
Yeah, currently that's what it does
it loads the default button model
which should be replaced by a brush later
Yeah but if you wanted like a 3d lever or something
func_button should be able to handle that
but I can see the appeal of having something more like a "prefab" for that
Quake-style map scripting can quite quickly become a spider's web
To do a lever you'd need to use a door, and the button would activate the door and a trigger
I was thinking like you give it a iqm model that has "deactivated, transition, activated" animations
Oh, yeah I can throw your our very not final wad
I think it's missing one or two fextures
I think TB can handle texture folders now so we could set up an fgd with that maybe
the very 100% not finished wad
Yeah that might be better tbh
when I've been fucking around today I've noticed TB can display some textures Quake cant
or maybe the bsp compiler doesn't like them
Keeping them in a raw folder has obvious benefits over a precompiled wad
Yeah yeah
Haven't loading textures from a folder in TB been requested for a while
I believe so
It just makes infinitely more sense
Especially with the incredibly dated and frankly bad mod tools
Wad tools
Texmex sucks
I'm surprised more modern tools don't exist for that stuff
Or if they do, I sure as hell am not aware of them
Doesn't even support PNG
Maybe I should write one
If you don't support png in 2019 what are you doing
Slade doesn't work for that kind of stuff?
Different wad format
Slade can open Quake wads but I don't think it has functionality to convert to and from the Quake image lump format
Need a bsp compiler that takes a .map file and a dir of textures
Could use a q3bsp compiler
Will that work for Dusk tho
Dusk supports q1 and q3 bsp
Oh nice
make sure to heavily abuse those sweet bezier functions in q3bsp ;P
oh boi
What are bezier functions?
Oh hey I can just start up dusk to see what floor texture I should use
"3 floor textures that are just different shades of gray"
@untold niche they're like curved surfaces
I actually dont know that much about quake3
Basically they're brushes that are defined by curves, and the geometry is generated by the engine
The advantage being that the engine can decide the "smoothness" of the curve when it creates the geometry
So it can generate either high or low poly geometry, depending on system specs (or even if the mapper requests it I guess)
yeah basically think of it like an SVG curves in game geometry
its defined by a formula, rather that predefined vertices
so you can extrapolate either very simple, or very detailed geometry from that formula
Those are real neat and all
but who uses smooth curves in duks in the first place
or relatively smooth curves, w/e
Losers
yeah, of course, itd just be foolish to not offer it as an option
why limit the freedom of mappers
yeah, yeah
I just wanted the light meme
Looking into bezier curves a bit they are damn neat though
I'm just glad http://graphics.cs.brown.edu/games/quake/quake3.html exists so I didn't have to dive into the q3 source to figure out how to generate meshes from them
appears to be a cult leader
Jakob in the early days
Typing trainer 2019
Also switching things to more general stimuli to make infighting possible and such.
But not so general that you can actually shoot yourself, that'd be dumb goofy and buggy.
Is Jakob supposed to look like Dave Oshry?
everyone in Dusk is just Dave Oshry in different outfits
Texture alignment?
Never heard of it
loool
eh what the hell - i might as well post this here too
https://www.youtube.com/watch?v=5EVb4siN9uA&feature=youtu.be
Music: Blood 2 OST: Lafayette Museum of Antiquites
it's been a while since i posted anything
love the mood dude
red spaghet
Mmmm these Dawn Snack Packs are good
i'm intrigued about this H game
6.66 MB file
@wraith beacon with all this random stuff you're doing you should make like a party game or something.
four-player deatHmatch
Multiplayer ain't really something I want to tinker with right now because most of my games are spaghetti combined with a thin bit of twine.
6.66MB
Okey my E1M1 (with questionable texture choices) is basically done
Just need to switch the entities for dusk once later
damn H man out there sneaking around
@wraith beacon what kinda game is H gonna be
action rpg, isometric shooter, platformer, etc
The primary mechanic as I recall is typing to shoot and typing to reload so I'd wager isometric-ish shooter
Actually maybe not typing to shoot I could be remembering that one wrong
am learning hammer
Noice
Turn back now before it is too late
I couldn't figure out hammer
I tried to do stuff for L4D but it was a lot to take in at once
oh yeah that reminds me
just released some photos of the map I'm making, so I can actually show them here
Map for what :o
yeah, it's a movie theater set in some snowy park somewhere
Is it like a deathmatch map?
nope, it's a theater map
in Garry's Mod there's servers where you can go to watch youtube videos, movies, etc with friends
making this one and then I'm moving back to my original project working on a map for a GMod Tower-like game mode
made a good 90% of the first iteration of this "cruise ship"
Never tried anything like an actual pvp map though-- just some garry's mod maps and some unfinished HL2 singleplayer maps
I'm really starting to like how this is turning out.
ill start on the saturn port
Oh.
i think it had super limited use though
i think they made it just for the web browser
maybe like a couple games
maybe ill start on an amiga port instead
Nintendo DS port
Oh yeah the one ds game with keyboard support
What not even touch dic?
@sharp vortex That room actually reminds me of a room in F.E.A.R. where you walk in and there is blood everywhere.
Also super cool that it's actually going to function as a theater too
They're gonna drop the maximum actions weapon mods and Dawn public beta at the same time aren't they
also dropping two big updates at the same time would absolutely kill marketing
we actually want people to know that stuff's out
The hype is real for both
First model in quake, no textures cus apparently blender makes them to big by default
textures are for meanies
Double the guns, double the fun.
when are we going full circle and porting DUSK into Quake
when the sdk comes out
Possibly a very stupid question, but how would one make mods for dusk if they wanna do custom levels
Modding will be possible when the Dawn SDK is released this year. If you want to get a head start on maps, you can download trenchbroom get some basic work done before the SDK launches.
Didn't know Trenchbroom had this
oh shit thanks @prisma basalt I'll check that out. Having a fucking blast with the game so far.
Damn making texture wads takes a long time
something ive been working on the past couple days
what u doin a tardis for
the hell of it
and maybe fallout who vegas
i started doing a 2005 console too but eh maybe ill come back to it
Texas chan but an H
Here's a lowercase h for you @wraith beacon
He wasn't finished in the oven when he was created
quick question, if i wanna make a map for Dusk for when workshop is up, should I just base it off Quake 2 or no?
@tranquil oracle
Quake 2 BSP will not be supported, at least not at first
Quake 1 or Quake 3 are the way to go
No major reason, they're just more prominent map formats
There's nothing stopping Q2BSP from being supported in the future, it's just that right now it isn't
where can yours truly get maps and tc for freespace ?
yeah i'm wondering this too
The SDK will allow you to import those maps. Dusk itself doesn't run quake maps out of the box
is there a way to mod the game atm or do we have to wait for the sdk?
Gotta wait
ok, i'm listening.
what can be ported ? how well are they ported (ennemy placement, yadda yadda)
whose duck i gotta pet to get more info
All I know is I'm rebuilding every single one of my favorite maps from CS, Halo, and TF2
More info is coming soon. You can pick zombie's brain for early details till then 
it's less "you can run quake maps in dusk" and more "dusk supports the quake map format"
you could create mappings between quake's entities and dusk's to deal with enemy placements if you wanted to load a regular quake map
a map designed to run in quake most likely won't run in dusk without modifications, and vice versa, but the changes necessary to get it loading would be pretty minor
Wouldn't make for a great gameplay experience either really considering Dusk movement compared to Quake
episode 1 based maps would work tbh
these castle based maps are funs and do have verticality.
Reworking my level kits and such.
The SHerif.
i would like to make a music mod for this game..was it possible?
what game
Answered in MA mods
Yeah he got it, thank again
๐ค
Perhaps this is a dumb question, but when the SDK drops will I still be able to use Trenchbroom to build levels for it?
yes
trenchbroom is the map builder. SDK lets you do the rest
Oh ok. Neat.
DID SOMEONE SAY TRENCHBROOM
Trenchbroom is great, I wish Unity had these mapping tools man
make tools for it then
boi i barely know how to work Unity itself lol
ProBuilder is pretty good for an addon though
You gotta broom those trenches.
Iirc sabrecsg is a brush based level design tool
So, as hyped for the DUSK SDK as I am, is Clot actually useful for anything right now? Extremely ignorant to modding and mapmaking, and hoping to get started here, but I'm already lost.
For most people, no
It's oriented mainly at people wanted to implement their own modding SDKs for their Unity games
It's basically for ripping animated models out of a Unity project so they can be modified/replaced by mods
w-what
So, is the tool specifically designed for Dusk, or can it be used on other unity games to rip assets?
other unity games too
Cool, sounds interesting, at the very least. Fun side project while I'm procrastinating learning how to use Trenchbroom.
So... uh.... how does one use Clot? Do you run it in java or something?
Is there not a pre-compiled version?
It's a C# library that you basically just paste into a Unity project
Okay, gotcha.
That sounds mad easy
Chur.
Hey all, had a quick look through the most recent comments and see there is is an SDK planned for Dusk. Do we know when it will be out? Also, are we able to make levels/maps for the game already using Trenchbroom? If there's a faq regarding this stuff I'd be grateful to be pointed in the right direction. Thanks! ๐ค
Soon โข
Okay awesome. In the meantime can I just download Trenchbroom and start building maps?
Also I'm curious. Is Dusk based on the Quake 1 engine or is it brand new for the game?
To answer your question, yes.
Is anyone familiar with Trenchbroom file formats on Linux? Really don't wanna have to switch to Windows.
Lol thanks... Is the yes regarding my Trenchbroom question? ๐
Yea it is my bad lol
Not sure how exactly it'll transfer over to Dusk, but Lain confirmed you could use Quake 1 or 3 in trenchbroom as a baseline for your maps.
nice 1 thank you very much ๐
Gotchu. Hopin someone knows about Trenchbroom on Linux I dont wanna switch to Windows
Well good luck with that, I know nothing about Linux! ๐ฌ
I'm getting a bit better, Ironically it's WAY easier in the long run to do shit on Linux. Just sucks because Microsoft locked software onto their platform for decades.
First test of a Painkiller movement port.
Got the 180 turns to not cause any velocity loss
https://www.youtube.com/watch?v=k-vLcIRW38I&feature=youtu.be
Just finished replaying the original Painkiller and remembered how fun movement in that game was
wowie
Right now it's not as smooth as in PK cause surely the Pain engine used more than 35 tics / second but maybe I can come up with something to make it interpolate a bit better.
Although currently it is fine 95% of the times
First Dusk movement in Doom, and now Painkiller movement in Doom.
You never cease to amaze me.
Once I am done with it I am gonna merge it with Dusk Movement and give the option to switch between the two on the fly.
Gonna change name for the addon when that time comes
I might do more movements in the future too.
Keyword of this sentence is "might"
has anyone ripped dusk's textures?
Holy fuck that's insane... I need to play PK.
Kind of looks like Xonotic movement tbh.
But strafe-jumping has more tactical uses than forward-jumping, I find.
It's just easier to see where you're going with forward-jumping.
yes @shadow rampart
Yo for anyone that wants Trenchbroom working on Linux I got it figured out. If anybody has questions about it they can @ me
as in file paths, compilers, all of it
Doesn't Trenchbroom have a linux build?
Yeah it does, but if you're following dumptruck's guide it's a bit different
still running into a bit of trouble here and there but I'm figuring out it's not quite the same as his thing. The main difference is unlike Windows needing it in the root drive, you can kind of have it wherever you want
I have mine on my E: drive on windows
That's where I would have had it if I was still on Windows, had a whole drive dedicated to games/mods
Not T:? What a failure.
smh
C: ssd
D: dvd drive
E: hdd
I have an entire drive dedicated to bms and stepfiles. Get on my level lol
SM charts
I have about 1.5 terabytes of stepmania shit
And a similar amount of bms
damn Avain is a dance master
It's a collection I've been building for the better part of 15 years
@unique trellis you should do hl1 movement
I have no emotional attachement to HL1 so i doubt i will
forgot to post this yesterday, fucking around with lua in unity again
HL1 but with Dusk-Hupping
Do it
I beat HL1 about 3 months ago.
That game is insultingly long with almost no real story.
You won't miss anything if you just start at HL2.
@unique trellis you're a man of many talents.
thanks man
Can i just load any quake map in Dusk or does it have to be compiled a certain way, or does no one know yet because the SDK isn't out?
You can load any Quake map as long as it's in Q1BSP or Q3BSP format, the difference is the entities
You could load any random map from Quake or Quake 3 for example, but a bunch of stuff would be missing because obviously Dusk doesn't have ogres or plasma rifles
Slow progress but I added muzzleflashes
Need to add the code for the trickjumps and the custom bobbing and I think it is done https://youtu.be/M3Oiqu0t1Qc
An unlisted video has already been shared in a few selected Discord Servers but since I have made significant progress that push me to believe I can pull thi...

Bathroom tycoon, start out with a pristine bathroom and make it as terrible as possible.
Like reverse house flipper.
i made my first quake map in trenchbroom to prepare for the dusk SDK
it was so much fun wow
i cant wait man
thank you dumptruck
@tranquil oracle thanks, that's the only thing I was confused on. Already working on my multiplayer map uwu
Of course you could add support for quake entities @unique trellis
That would be fairly trivial
A matter of ripping models, and scripting behaviors
Weapons would probably be the least intuitive
But it's absolutely 100 % doable
Quake source port time
Hell yea
A dusk world server of only Quake maps would be baller
or a server of classic maps from games all balled up into one big playlist
I'm not joking, I know zombie has already done that
Gonna remake that map from Halo CE, the one with all the green portals
sooooooooooooooooooooooooooooooon
one sec you're doing B2R, the other you're opening the E1M1 rocket launcher secret
something like reelism but for deathmatch would be ๐ ๐ ๐ ๐ ๐
2frot would be faaar to small for dusk
2frot ๐
2fort would probably be really fun tho, loads of tight corners, different meeting points
maybe add stuff to it like teleporters
maybe a few pickups and weapons on random places to force people to actually run around the map
rather than stay cozy sniping
riveter on the bridge roof
I swear to god 2fort is like the perfect tf2 map for stoners, motherfuckers just stand there camping forever
just chilling
or sit in the intel room for decades
yeah
oh wait there is already a 2fort technically in quake for the original TF mod
that could be just ported right?
2fort is prob. already out there in .map format
if not, you could always decompile and fix the map
i kinda wonder if dust2 would work somewhat
ah come on :)
hey you gotta have dust2 everywhere
it's a rule
most of my solo qs on CSGO were amazing, nearly all my bad matches were on Dust2
it just seems to attract the worst sort of people
i only play it and it seems to be fine :P
anyway dusk2 confirmed
my theory is that tryhards are drawn to the aim duels that are a rule on dust2
as far as I understand basically any quake map should be very easily ported
hhhhnng i just cant wait for the workshop
as long as you can decompile and fix things manually, I don't see why you couldn't port them
lots of well stablished tools for that
cant wait for all the weapon mods
Level design
is that an h graveyard
Yes
Yup
what a rotten way to die
Gave the Hs lil cowboy outfdits
They look more like mafia men to me
oh no H man died
We all claiming Classic maps to make I'll call Blood Gulch and Beaver Creek in a hot minute
smh reusing assets from pasta labyrinth I see ze
I ain't reusing assets from Pasta Labrynth, I'm reusing then from Asteroid Starball.
And the only asset reuse us for a temp sound.
Hey @rose latch How's you trying out trenchbroom going?
pretty good actually
I managed to at least make a basic room
since then I've just been watching video tutorials on the other available tools
probably tomorrow I will try to actually make like a room
oh okay cool, thanks ๐
I'm a little intimidated ngl, it's definitely WAY different than building levels in MA, because now you can actually properly decorate
but I mean I'm always down for a challenge.
Thanks man, I will surely do my best.
I got the start of a cathedral but it's a bitch to light jfc
remember to try out light bounce
light.exe -bounce 1 map.bsp
using the compiled shit someone made for Linux so I think bounce is already being used
but now I'm at a deadend, I'm not sure if i should improve what I already got, or try and build more of the map.
What's it look like?
So far just a small cathedral type room, that leads off into a smaller room, and then a deadend room that's changed about four or five times because I can't decide what to do with it.
It's only my first map but the more I work on it the less I'm happy with it lol
wait do we have full map support now?
like you can start a level in unity
and import it into the level designer
Not yet, but real soon this summer
But the officially supported map editor is the Quake level editor TrenchBroom
Oh no we're talking Dusk
: (
However they're both running on Unity
different game
And with a bit of luck the devs might tweak the code from the Dusk sdk to also have the same kind of BSP support
I have no idea what I'm talking about but still, I'm pretty certain the MA devs want mapping that's more elaborate than the in game level editor
it'd be smart if the MA devs used Trenchbroom, especially with newer games using it too
Uh, rude?
You're implying the MA devs are not smart
idk how you got that from me recommending they use a decent map maker but go off king
i made my first map in trenchbroom
what a blast it is to use that thing
oh? What's it look like?
was gonna say we could swap maps for criticism sake lol
mine still needs tons of work though
always a good sign
so wanna do it
sure, I'm about to head to the gym though so DM it to me and we can swap
gotcha
Yes, we have e talked about MA getting bsp support, however nothing is set in stone
since it's the 4th and i am a loser i figured i'd pick up on the chaingun again after leaving it alone
Good that you're going back to making weapons for Dusk!
Well, it's important that you made more progress on that chaingun.
That chain gun looks sick
yeah the barrel looks good but the stock is too wide
making the rotating barrel was the easy part
getting the body shape right is another matter
You could make it an assualt chain gun?
i'm basing the design on doom 1's chaingun, which seems to only have a trigger for some reason
and a mag underneath which also makes no sense
unless it's a vertical grip
like this is a real model someone did but it looks so wrong
nah
it's got a side handle
side handle would be cool tho
but i really don't know what i'm going to do atm
i have to figure something out
shid software's sprites aren't exactly easy to replicate
and i'm only modding the plasma rifle, bfg, chaingun and chainsaw cause dusk has all the other weapons
I mean why not make it your ownv
You could even put the in universe explanation that "they're from a long forgotten age"
or something
and make them really old and rusty
well... no
i'm having someone else texture them
and i want them to look at least similarly textured to the original designs
doom is only the tip of the iceberg
cool
thats cool
scissors would be awesome for maximum action
lol
especially if we get a designated throw button for items
this ain't for ma
it's for dusk
why else would i be using modding gen instead of ma mods channel
that's really cute
night mode: on
at least you have a black hole texture
Good news everyone I came up with a solution
Man what do y'all do when you're stuck on the layout for your map?
like general layout?
I mean you can never go wrong with the good old dust2 layout, just center the side rooms
I suppose, I was just trying to make my own original map and I'm stuck atm
You could always load up quake 3
Never actually played it. Maybe I should.
Cacti
@long jetty how woukld the dynamite work if there are no other weapons like the grenades and the grenades (possibly) cant be retextured
? Why would you need the other weapons like grenades to make the dynamite? and everything can be retextured
hm
@long jetty Are you trying to recreate the weapons for DUSK right
yeah?
Yeah then I don't know why he wouldn't be able to make dynamite and grenades
@wraith beacon do the cacti hurt when you touch them?
anyone remember that Doom 2016 mod for Quake?
Yes, scroll up and you'll find it.
You can now have bigger iron
i haven't been following the development of this game that closely, but what engine was it made on?'



