#dusk-modding

1 messages Β· Page 5 of 1

bold orbit
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THIS IS HYPE

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PEAK

honest stag
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@crisp raven @blissful lion

bold orbit
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PEAAAAAAK

honest stag
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we fukcing made it

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HAHHAHAHA WE MADE IT

plush hemlock
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I can't believe the Dusk SDK is REAL

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jesus CHRIST LET'S GOOOOOOOOOOOO

blissful lion
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christmas 2021 (+2) is real!

honest stag
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IT'S REALLY REALLY REAL CHRISTMAS 2021(3)

nimble prawn
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DUSK SDK... DOES EXIST

honest stag
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@ancient depot THANK YOU!!!!!!!!!!! I AM SO HAPPY

ancient depot
honest stag
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we are SO BACK

ancient depot
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coop is also coming christmas 2020

honest stag
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WOOOOOO CHRISTMAS 2020 LETS GO

honest stag
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i am so happy you fuckers have 0 clue

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omg it's finally almost here

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it's honestly unbelievable

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5 long long years

half dust
silent gale
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dusk sdk has become real

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honestly im kind of glad i got into this game relatively recently, waiting all this time would have drove me insane

high magnet
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*driven ☝️ πŸ€“

golden jacinth
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:0

half dust
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Will we be able to load custom maps in Duskworld too?

crisp raven
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IT CANT BE REAL

magic torrent
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Dusk SDK in 30 day

blissful lion
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dusk sdk, just a week away

copper sluice
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Dusk sdk, hey hey hey

honest stag
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Alright bros, 70 days remain!

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Get counting!!!!!!! mark ur calendars!!!!

copper sluice
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My body is ready

magic torrent
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Day of Reckoning

weak token
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whats dusk sdk

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im uncultured ik

honest stag
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modding tools

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or rather modding support

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proper that is

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dusk currently has modding support but it's limited

lapis crescent
honest stag
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this update is gonna be the REAL sdk

echo escarp
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Dusk hunting mod where you just kill deer with shotguns and rifles.

solid laurel
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How to play Dusk with half life maps? I tried looking pretty much everywhere to least obvious to most.. Could not find anything

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also main site doesn't seem to work for the How_do_I_run...

ancient depot
solid laurel
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I think I tried that but it didn't work. Will try it again but less recklessly

ancient depot
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Make sure you also go into the modding menu and turn on the mod

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Otherwise the maps won't be listed

solid laurel
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Only problem I noticed is I start with no weapons and no weapons spawn for me and a lot of things are broken like the big doors and tram as well

solid laurel
ancient monolith
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just use cheats

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Nbshooters - Gives the player all weapons.

solid laurel
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thanks

crisp raven
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The STATE of this channel (good)

tepid python
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so now that the sdk has a confirmed release date is there any info on the confirmed capabilities of the sdk like scripting and what about existing maps and if they require updating

ancient depot
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Scripting won't be there at launch, but there's limited functionality for making your own entities.
Some maps may require updates, more details on that will come later

honest stag
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69 DAYS REMAIN FELLAS

crisp raven
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Will the update allow for enemies to walk through open doors?

blissful lion
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the sdk working properly update

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also hot take

honest stag
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mildly spicy take

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it's p. obvious that the hd is much more anticipated

blissful lion
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i was gonna add that dusk hd was gonna be a big joke of a mod if not for garumin

honest stag
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nah the enemy models and weapons were bussin

blissful lion
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lol

honest stag
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dom did a great job

ancient depot
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I'm continually surprised by just how big the demand is for dusk hd

honest stag
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so am i

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i thought workshop would be the shit

slate lake
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I’m excited for both!

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Both are (hopefully will be) good!

gritty forge
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reposting this

silent gale
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Thanks Jakob for keeping in mind that the devs are human

plush hemlock
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the HD alone is enticing enough

crisp raven
honest stag
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STPP

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STOP

ancient depot
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The unfortunate reality I've learned is that these days people are much less likely to even look at mods if there isn't an easy Steam Workshop "install" button

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My mistake was not pushing right for workshop from the very start there

slate lake
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No biggie, lesson learned for the future, eh?

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Guess most of us weren't worthy.

solid laurel
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I like how textures in the game are easily accessable so I was able to make my guns look like they have cool heated blue finish on them

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used gimp to do it

slate lake
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I've used quite a few Dusk textures in the 3D Maze screensaver.

solid laurel
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oh ok, I checked online on gamebanana for mods and there is only one dusk mod which contains a texture change, moddb had a couple more mods and nexus has one which makes all textures 4k

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for some reason nexus only has one mod posted online

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I could turn my gun textures into half life scientist.. I could change the sound as well probably

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each shot is a scientist scream/stop

slate lake
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Sounds silly!

ancient depot
slate lake
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Is the one guide in the pins for making Dusk maps still a good place to start or are there any other resources?

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Or should I just wait for the full SDK lol.

tepid python
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if scripting is out of the picture for now then custom multiplayer maps is probably also a no then

ancient depot
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Multiplayer is a ways off

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We're merging Duskworld into the SDK as part of the co-op stuff, which begins next year

plush hemlock
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don't worry, I'll make the nude mods for Dusk

smoky kraken
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is there a dusk vr mod?

icy elm
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Dusk but you die irl when you make a mistake

muted glacier
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Omg ask update???!?!? this means I need to quit procrastinating, and add actual gameplay elements to the level instead of just focusing on the map itself

honest stag
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OMG HI!!!!!!!!!!!!!!

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STRISSEL HIIIIII!!!!!!!!!

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all the real ones are coming back

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I FORGOT TO PING SKADE

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@tight hedge

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SKADE THE SDK UPDATE IS COMING SOON!!!!!!

muted glacier
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I also haven't opened trenchbroom in months
So glad to see everyone returning

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Hi Vriska!!!!!!!!!

honest stag
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i think many of us havent done that

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i did technically do it for other purposes

tight hedge
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I saw

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:3

honest stag
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SKADE HI!!!!!!!!!!!!!!!!!

tight hedge
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still gotta fix me map

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the foken texture machine broke

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all black

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:(

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kinda lost my motivation bc of it

honest stag
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in editor or in game?

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in tb rather

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@mild juniper idk if u still care my man but i remember u really wanting that sdk update

muted glacier
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So are we going to be able to change UI elements? (E.g. different hud for bullet counts, etc.)

honest stag
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only zombie can say

tight hedge
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editor?

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Idk probably in game too

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lol

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doesnt matter its still impossible to work on

honest stag
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by editor i meant trenchbroom specifically

tight hedge
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guys

honest stag
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would you mind sending me the .map if you have the time?

tight hedge
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I have a custom weapon I made for dusk

tight hedge
honest stag
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πŸ‘ will be waitin

tight hedge
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oh

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working on NB kart?

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thats sick

honest stag
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it's a fangame haha

tight hedge
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that game honestly looks great

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yea I know

honest stag
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thanks

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we cooking

tight hedge
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I rly wanna get back to that map I was working on

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it was honestly so nice

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I was really proud of it

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sure it wasnt optimized in terms of geometry

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but

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visually it was great

honest stag
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i hope to see it come to release

honest stag
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i remember all the screenies

honest stag
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ppl were losin their minds over how this map looked and deservedly so

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would be a great addition to the initial workshop drop

tight hedge
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yea

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nekravol inspired + some art I found about hell + my visit to rome

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funny combo

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I wanted to make it look like some chaotic timeless conglomeration in hell where ancient structures meet with new buildings and industry

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hence the roman arches and with brick buildings and columns next to factory chimneys and giants chains and pipes

honest stag
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real life architecture inspiration is based as hell

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some of my best visualls come from that

tight hedge
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More of the vibe rather than using references

ancient depot
crisp raven
alpine depot
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the shadows hitting off the funnel are really good

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and the little bits of ambient occlusion by the edges of each ring, really nice

lament ore
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I HAVE AWAKENED

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I HAVE HEARD OF THE ARRIVAL OF THE ONE TRUE SDK AS FORETOLD

tight hedge
ancient depot
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To a minimal extent

tight hedge
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And if so, will there be a template/original enemies to modify

ancient depot
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You can make new monster entities that function like reskinned/slightly edited base enemies

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For example you can make monster_penis that is a bone ball with a different model and 9999 health

tight hedge
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🀨

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I would NEVER do that…

ancient depot
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But you can't add new behavior that doesn't already exist in the game (yet)

tight hedge
muted glacier
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Honestly, with news of the SDK, I think I should return to this masterpiece.

honest stag
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all the real ones truly are back

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god that looked sick as fuck

muted glacier
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It was supposed to be a 4-5 part experience set in Roswell, New Mexico, in an old timey western town, but as you progress, you navigate the mines and a sewer system beneath the town
(because in like 2021 I think Vriska said all sewer levels were utter dogshit, and I thought it was hilarious)
And all the hidden areas were Wolfenstein themed (although maybe I've grown less edgy and will remove the windmill flags to not scare people away) and it culminated in a sick ass arena fight, but I stopped working on it because I wanted to come back to it when I had learned more.

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Well it's been like 2-3 years,and I've learned more. And it was literally the first TB project I had ever attempted, so it's unoptimized as hell. No way it will be done for the SDK release, but maybe that's a good thing. I'll get to utilize new SDK stuff.

honest stag
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me very excite to see the new stuff u make

muted glacier
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The lighting looks fucking amazing.

icy elm
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Dusk hd with Ray tracing

honest stag
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hi bros!!! 67 days remain

blissful lion
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how do you get ambient occlusion

tight hedge
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Sorry for pinging but I can't contain myself, will the new SDK have particle, fog and baked entity lighting support? πŸ₯Ί @ancient depot

bold orbit
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What the fuck

muted glacier
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You beat me to it. I was gonna ask about fog. Vis support as well?
πŸ‘‰πŸ₯ΉπŸ‘ˆ

ancient depot
void crescent
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What about multiplayer map support?

ancient depot
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No multiplayer

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That's next year alongside coop

ancient depot
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Basically every other BSP feature is implemented now though

void crescent
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insert crying emoji gif here

ancient depot
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In time...

void crescent
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Must get time machine

muted glacier
ancient depot
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You can now have your flickering lights

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Funnily enough some dusk maps were compiled with light styles in them (like duskstein), so they have a few subtle flickering lights now for things like flames

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What I thought you meant was like, placing a dusk tree and having it get shadows in the map

crisp raven
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Can enemies pass through open doors πŸ₯Ί

ancient depot
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Still being experimented with and it's kinda jank rn so we'll see

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But it'll at least be better than it was

crisp raven
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πŸ₯Ί

half dust
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Oh, I thought that would be the main thing. You can't really call the SDK complete without it. Kinda scary tbh 🀞

crisp raven
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True but the SDK wasn't going to be complete after this update anyways

half dust
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Oh, okay. But still workshop and everything is kinda meaningless if enemies still can't walk through doors. Who's gonna play a map like that?

crisp raven
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πŸ˜”

ancient depot
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There are options I've tried that "worked" just not to a standard I liked but we'll probably just go with one of those if a more foolproof method doesn't come about

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tl;dr yes they can walk through doors, it's just that it's not perfect yet

crisp raven
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What is wrong with the methods you've tried?

alpine depot
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you guys should just switch to unreal

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easy

half dust
ancient depot
tight hedge
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@ancient depot also are func_illisonaries fixed so you can shoot through them? And if you’re not toally done adding features and if it’s not too hard to implement I’d love it if there were a trigger to change fog properties

muted glacier
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You guys could always just do the fuckery that I do, and have all the doorways open at the start, and have a button the player triggers when they spawn that teleports all the doors into place.

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Enemies freely walk through doors. the only caveat is, if you close a door after an enemy sees you and starts chasing you, they phase through the door I'm pretty sure. So it's a one time thing. It's been awhile, so I don't remember exactly.

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God, I'm so excited for Friday night when I get off work. Putting my baby to bed and opening up Trenchbroom for a night of map making davegasm davegasm davegasm

tight hedge
tight hedge
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well not exactly

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I just use spawnflag 33 so it starts open and has toggle, then I put a trigger once that closes the doors at the start of the map and then when you open the doors again the maps AI pathfinding grid thingymajing will have calculated all the doors to be opened so it works

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and enemies cant phase through solid brushes or see players through those doors anyway so its just an objectively good solution

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only issue is you cant make doors open with E you have to use a button or trigger of some sort

void crescent
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where can I find dusk.wad

crisp raven
muted glacier
muted glacier
# tight hedge

Also, how do you make the lights on the building stand out so much? Emissive textures?

honest stag
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my guess is they're fullbright yellow cubes behind a fence texture

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gives a similar effect, if not exact

void crescent
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how do I get ne_q1 compiler?

honest stag
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ne_q1 isnt a compiler, it's UI for the compiler
we use ericw's tools to compile maps

void crescent
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i meant the gui

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already got erics

honest stag
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oh sorry wrong thing

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here

void crescent
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i have been on github for years and I still dont know how to download something without being prepackaged

honest stag
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u kno what

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1 sec

void crescent
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foun- thank you

tight hedge
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unless you can use skip brushes for that

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just assumed it doesnt work

honest stag
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what if you parent the button to the door

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it should move in the exact same fashion

tight hedge
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they display as fullbright

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well this one at least

muted glacier
# tight hedge unless you can use skip brushes for that

I think so? I don't remember exactly. If you give me like 8-10 hours, I can give you an answer. But Vriska's correct; you should be able to parent the button to the door and they'll both move out of your way, regardless of whether it has collision.

honest stag
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66 DAYS REMAIN BROS

muted glacier
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Also, yum.
Emissive fullbright Piss water

tight hedge
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but it just seems a little too much for your average application

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only good sometimes ig

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maybe for swing doors once we get those

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usually the metal doors make more sense to open with buttons

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garage doors would also be cool to use that method with

muted glacier
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When the SDK update comes out, all the map makers get 1000x Rune NewBlood Bux.

blissful lion
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also i think i tested it, they dont phase trough the door even if they have seen you

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its trigger_auto

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you parent every door to a func_wall_toggle that has spawnflags 1, meaning its off when the map loads, and then the trigger_auto sets it to on

tight hedge
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You need the door to have toggle to in order for it to work I’m pretty sure

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Didnt work for me with spawnflag 1 only

blissful lion
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the func wall toggle is the one with the spawnflag

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you just parent all the doors to that func wall toggle

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so doors arent even there when the map is loaded

void crescent
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how do I playtest a duskworld map? (justme)

honest stag
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duskworld isnt supported in the sdk rn

void crescent
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Outside sdk

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I made a lvl in trenchbroom

honest stag
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well the sdk is the only way to load custom maps right now

void crescent
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Aight?

crisp raven
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Levels cannot be added to Duskworld unless you're a dev of course

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But you cannot mod new ones in

void crescent
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so how did they make Forge?

crisp raven
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A very rare favour

tight hedge
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less work

honest stag
void crescent
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i guess Ill wait another 15 morbillion years for the duskworld sdk update

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see you guys in 1305 G.C

muted glacier
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You know, I never thought of that. It would be fun to make a map for duskworld, and just not upload it until that future update comes out.

blissful lion
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if you set the door to start open but in the map it will appear closed the enemies wont be able to go trough once you open it

tight hedge
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it will

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if its set to start open the compiler will ignore the door in the nav mesh

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or SDK idk what creates the nav mesh

blissful lion
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the compiler has shit to do with the nav mesh

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its unity whcih does it, and if the object is there when you load the map then it will think the object is always there

tight hedge
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it wont

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I've literally used this method

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it works

blissful lion
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idk i remember trying this and it didnt work

tight hedge
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you can try it on the doors of my map crimson cesspool

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not all of them have it

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but many do

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many of the bigger main ones

blissful lion
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theres no trigger when you load the map that makes the doors close?

tight hedge
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there is

blissful lion
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wait so every door has a tagetname

tight hedge
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yea

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thats the downside

blissful lion
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so you cant open them yourself

tight hedge
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yes

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but as we talked about earlier you could parent an invisible button in front

blissful lion
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i mean whats wrong with my method

tight hedge
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nothing

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just stating my approach

blissful lion
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you set a parentname for each door instead of targetname and have an extra func_wall_toogle

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and you can open the doors yourself

tight hedge
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thats cool

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I misunderstood and thought your method also didnt allow you to open them yourself

blissful lion
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ok cool

crisp raven
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We out here

void crescent
blissful lion
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a magic container

tight hedge
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No way its the red mesa facility

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Love how it looks

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Please tell me that containers move

crisp raven
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They do not πŸ‘οΈ

eternal spear
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is there even any easy way to get them to move

crisp raven
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Not really no

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That is why I didnt bother

alpine depot
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func_door.........

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i believe if they move fast enough they insta-gib anything in their path (assuming dmg values are set in the entity) however im not sure if that mechanic extends to the sdk lol

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i think it does, to an extent, iirc

crisp raven
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Func door wouldn't look right

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It would have to loop one direction

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Something like func_train would be more appropriate though Im pretty sure that isn't functional in the current SDK version

crisp raven
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Please πŸ₯Ί

keen finch
heady osprey
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How do i make Dusk maps?

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Found it

heady osprey
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Is there any way i don't need Quake to do this? I have Quake II i thought i had Quake but i do not

lament ore
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are we getting custom model support for props in new sdk?

ancient depot
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Yes

heady osprey
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@ancient depot do i need Quake to make maps for DUSK or can i use something else?

ancient depot
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You don't need Quake nah

heady osprey
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How do i make maps? I was following the guide i found on Reddit

ancient depot
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Same process as for Quake, grab TrenchBroom or any other editor of your choice

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Make your map, save it as a .map file, then use ericw-tools to compile it into a .bsp

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I'd explain in more detail but I'm currently on my phone working at our PAX booth lol

heady osprey
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Oh shit nice

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Thanks though!

ancient depot
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np!

heady osprey
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Really PAX expo?

ancient depot
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Yeah, PAX Australia

heady osprey
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didn't even know that was happening πŸ’€

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Where is it? I live in Australia

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Wait i found it

ancient depot
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Melbourne Convention Center

heady osprey
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Yeah

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Really close to me but i don't think ill buy tickets

heady osprey
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How do i make the map? With everything

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Idk if it will use the Dusk files

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can you send a video on how to do it? Idc if it takes a while since you're busy @ancient depot

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Bit confused sorry

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I've made Maps for Goldsrc and Source 1 and 2

ancient depot
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I think there are some video guides posted by others

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Might be pinned in here even

heady osprey
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I checked threads ill check pins now

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Reading this message by the Developer himself

ancient depot
heady osprey
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i use J.A.C.K

ancient depot
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Several dusk mappers do!

heady osprey
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alr ik how to set that up

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ill try that

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i got the Dusk Wad and the Tools

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Anyway i can make different profiles for J.A.C.K because i want to keep my HL1 Profile shrug

muted glacier
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Realizing what was left of my western map from 2021 got wiped when my computer storage was corrupted last year cursed cursed cursed catsup

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Probably better that I start fresh anyway. It was unoptimized garbage, but boy did it look cool.

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I have a version that was last saved June 1st, 2021. And I hadn't done much of anything to it yet. The Wolfenstein area didn't even exist.
Sigh

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Lost media I guess. My poor dynamite contraption 😩

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And the only person I ever shared it with was Q-dude and our DMs just don't exist anymore? He dropped off the face of the earth and deleted his discord.

honest stag
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i remember q but yes he deleted his various discords several times

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i may try to reach him on steam

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idk what was up with that

muted glacier
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It's no big deal to me, but it was a nice project to look at as my first even if I'm going to start fresh. I talked to Q In the quake mapping discord a few times and then here quite a bit

tight hedge
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meow :3

honest stag
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looks sick

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the STATE of this channel brings a tear to my eye

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65 DAYS LEFT BROS

bold orbit
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THE STATE OF DUSK MODS HAS NEVER BEEN BETTER

muted glacier
# tight hedge

Catacombs? More like, cata-cooms! beegpog beegpog beegpog seriously, that is so atmospheric it makes me sick

tight hedge
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ty

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yea it made me decide to make the next level a catacombs based level

muted glacier
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Kinda gives Bloodborne Chalice Dungeon vibes. Love it. Can't wait to see it

tight hedge
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that bone texture is just chefs kiss

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I love it

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im glad it exists

eternal spear
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gonna finally stop procrastinating and actually get to it

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especially with dusk hd coming up

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getting a very basic map out by the end of this year

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mark my words

honest stag
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U can do it in 1(one) day

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3, tops

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Depends on your definition of "very basic" tho

honest stag
eternal spear
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not e1m1 basic

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but nothing too ambitous for now

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  • im lazy so it def wouldnt be done in a day
honest stag
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Do u mean complexity or size

eternal spear
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complexity

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i might cave in and settle for making a super baby map for my first time though

honest stag
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Do it

eternal spear
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we'll see β™₯️

honest stag
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Not we'll see

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U have to go baby mode

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Don't need to release it

eternal spear
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i wanna get criticism though

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and tips

honest stag
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Ok but first make 2 boexes connected via a door

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Can u do that 2day?

eternal spear
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im in a vc with a friend right now and will probably eep after

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doing it tomr

honest stag
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Ok

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If you get trenchbroom questions dm me

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Or post here

eternal spear
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noted

honest stag
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Im gonnna dm ur ass in 24 hours if i dont hear back

void crescent
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will the sdk have endless mode support?

ancient depot
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Yeah, just no multiplayer stuff at launch

void crescent
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aight thats A LOT better

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I prefer designing arenas over big maps

bold orbit
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oh boy I get to make those duskmentium survival maps after all πŸ˜„

tight hedge
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trying to make my map a bit more defined because a lot of the textures and red coloring blends

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so Im adding some defining textures to break things up and also experimenting with some orange fill lights

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luckily when we get fog its gonna help massively

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thinking about a subtly purple or brownish red fog

meager horizon
heady osprey
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what model viewer should i use for JACK for Dusk?

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any Quake one?

half dust
#

How do I trigger a music change again guys?

crisp raven
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You need a trigger to target to music change trigger

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So you need to trigger the trigger essentially

muted glacier
#

okay gang. help me. booted up the sdk and for some reason, I dont have the dusk folder in my local file anymore, so I have no textures in game. where/how do I get that back?

#

to clarify, i navigated to SDK>mnt>local> and there used to be a "dusk" folder there, which is gone now, and im assuming thats my issue

honest stag
#

verify local files?

#

backup ur stuff tho just in case

muted glacier
#

that worked. zep_check thank you!

#

now I can go back to modeling nsfw Jacob makes DuskDude a smoothie

muted glacier
#

okay, I ended up having to follow the steam guide to setup my folders and downloads for TB and everything, but when I compile everything it doesnt compile lights. I vaguely remember having an issue with this back in 2021, but dont remember how to fix it.

#

and on top of it, Ive never used the necros compiling gui, which is where I think my confusion is coming in.

tight hedge
#

I keep finding pleasant angles in this map..

bold orbit
#

How has nb not hired you yet

#

Jesus

tight hedge
#

they should release my planned map mod for the dusk big box edition as an included DLC ChadMike

#

that would be soooo funny and hilarious and giggly-goo inducing

tight hedge
void crescent
#

whats gonna be the name?

bold orbit
#

@honest stag

tight hedge
tight hedge
bold orbit
#

Bruh you best step up else we grab this d00d for nbk

tight hedge
#

I saw his maps for that I like em a lot

void crescent
#

crypt of flesh?

#

Stormbound also sounds cool, but I dont think it fits

tight hedge
void crescent
#

Chernobyl

tight hedge
#

god Im so excited to release this map

#

it has so many cool features and gameplay gimmicks

last talon
#

cool doom map

last talon
tropic totem
#

Some very nice greebling there

slate lake
slate lake
#

I'm learning how to make Dusk maps.

#

Here is my """map""".

muted glacier
#

The beginning of the journey. Good luck!

slate lake
#

Thank you my good friend.

eternal spear
#

i still have to find out how the fuck doors work

#

after that i'll probably try to create babys first dusk map

silent gale
#

will func_vehicle be real in the new sdk

honest stag
#

back on my shit

#

actually oops my brightness is lower than it should be

#

...or wait is it just my second monitor

#

yea it is

honest stag
#

CURSE OF RA

void crescent
#

How will we setup waves for endless? Scripts or intergrated into the sdk

half dust
honest stag
#

you could fire the trigger with a delay

#

set to whatever is the delay before the loop starts

#

what i mean is

#

play the intro, switch to an intro-less ver. of the track when x seconds pass

half dust
#

So the trigger would trigger another trigger after a delay

honest stag
#

yea

half dust
#

Cool

honest stag
#

been a while since i touched trigger bullshit so idk if you can put a plain delay on the first trigger

#

but you should? seems basic enough

half dust
#

Lets see

#

Wait, music change trigger. Is that an entity as distinct from trigger_once?

honest stag
#

yup

#

it's a point entity iirc

half dust
#

How do I make one?

honest stag
#

just spawn any other point entity and rename it to that

half dust
#

Rename it to what?

honest stag
#

to trigger_changemusic

half dust
#

Oh, cool

#

Thanks

half dust
#

That works great

#

Now I just need to work out how to get it to change back to ambience after the fight

honest stag
#

well

#

the immediate simple solution is a trigger_counter to check when all the enemies are dead

#

but it'll cut to the ambience track very sharply

#

unless you do some serious fuckery and switch to the end part of the combat track, then with a delay to ambience

half dust
#

Oh, counter. I thought that's what multi_manager was.

#

There is something called e1m2_action_transition. I wonder if that's supposed to be used when transitioning back to ambient.

honest stag
#

multi manager is for triggering multiple things are once or with delays on some

half dust
#

Oh

half dust
#

That's awesome. I just don't want the counter to display a message then it'll be perfect.

honest stag
#

pretty sure there should be a spawnflag/property for that

#

lemme check

half dust
#

Yep, just set it to 1 I think.

honest stag
half dust
#

@ancient depot Are rotating doors going to be easier to implement?

half dust
#

Fixed

tight hedge
tight hedge
#

I used a hacky method for this in one of my maps I forgot which

#

I just send an empty message right as the message triggers

#

its really janky

half dust
#

I still get a sequence complete message

honest stag
#

are you putting the message property on the end trigger or the trigger_counter itself

half dust
#

I didn't put any message property but I guess it would go on the counter

#

That didn't fix it

honest stag
#

try putting a message on whatever you trigger then

half dust
#

Or maybe it needs to be message -1 or something?

honest stag
#

i thought it'd be just a space

half dust
#

That worked. Putting a space in the message field of the entity the counter is targeting.

#

I have a button that opens a bunch of doors and triggers a bunch of teleporters. How would I get that button to change music as well?

#

Is this where I'm supposed to use a multi_manager because I can't find any info on them.

honest stag
#

yea that's a multi_manager

#

here's how it works

#

multi_manager is a point entity, you add the targetnames of the entities you want triggered as the keys

#

and then the values of said keys are any number, which will be the delay of whatever is it you're triggering

#

here's how it looks

#

one sec

half dust
#

It would make sense to use these instead of multiple triggers for delaying the loop and playing the intro/transition

honest stag
#

ey there u go

tight hedge
#

never used multi manaher

#

manager

honest stag
#

it's a lifesaver sometimes

tight hedge
#

always just use multiple trigger multiples that use the same targetnames

honest stag
#

u can do megacool shit with it

tight hedge
#

maybe I dont understand what multimanager is tho

#

Im guessing its just a way to trigger many things with the same target?

honest stag
#

yes

#

either all at once or with various delays on each

tight hedge
#

ah oki

#

and you can add all of it in a list on the same trigger?

honest stag
#

all in a list

#

yes

tight hedge
#

thats cool

half dust
#

It's working well so far. I haven't done it for the button that activates a billion different things yet though.

half dust
tight hedge
#

yea that was my issue too

#

I think there was some other hacky thing

#

like \n in messages breaks the message to the next line?

#

so maybe if you spam \n\n\n\n\n\n

#

it will move the text down?

#

idk

#

not sure

#

I forgot

half dust
#

Oh God

#

But won't it still take a second to overwrite the default

#

Why doesn't the spawn flag work

#

Curse you spawnflag!

tight hedge
#

oh right Im dumb

half dust
#

Fuck it

#

I guess the sequence is complete

tight hedge
#

aint nun u can do cuh

#

fr

#

😼

#

UGHHH

#

I hate making new big areas for maps

#

its so daunting

#

once I get a good foundation its fine but like

#

the first 10% is torment

honest stag
#

simply do not make big areas

tight hedge
#

I have 2

blissful lion
#

i remember some weird shit happening when i gave two objects the same targetname so i always use multi managers

tight hedge
#

nevr had an issue

muted glacier
#

New map coming along great

tight hedge
#

Why..

crisp raven
alpine depot
#

i think god should kill you

muted glacier
#

Vriska, liven up the chat. I'm bored at work. How many days til the update?

muted glacier
#

Nice. I've got about 20 days then to procrastinate before putting together something mid.

alpine depot
#

GIVE IT UP FOR 61 DAYS

short flower
#

any suggestions for starting on dusk mods?

honest stag
#

depends on the type of mods you're looking for

#

and do u mean start making or start playing with mods

short flower
#

like custom maps ig or in general

#

I just want some suggestions to try and find the types of mods

#

also i mean playing mods

honest stag
#

go to dusk.mod.io and that provides all ways to sort mods by type and download count

#

usually includes instructions

void crescent
#

dont people make custom endless mode maps?

#

cant find any

crisp raven
#

You cant make maps for endless mode yet

short flower
#

thanks for the suggestion

#

but i'm gonna need to finish the base game first lol

muted glacier
#

Cannot wait for endless mode maps. I will finally be able to put Nacht Der Untoten to use.

muted glacier
#

here are some cursed images

half dust
#

That first one looks like an album cover

muted glacier
#

honestly, yeah, I can see it, pretty cool

crisp raven
tired gull
#

so does anyone knows if my old ass map made with the first version of the SDK will work on the full release, or will I need to do some changes, been out of the game for a while

ancient depot
#

Most stuff will continue to work

#

It's mostly things like texture & sound mods that'll need changes, since the folder structure etc has changed

tired gull
#

cool, doesn't sound too bad

muted glacier
#

"The Lights Live" ft. @worldly aspen's concept art

worldly aspen
muted glacier
#

When zipping a mod to upload it for others, am I putting the skybox textures into the id1 folder like you would with Quake?

crisp raven
crisp raven
#

The top folder is where I put the skybox textures

muted glacier
#

Thank you so much. Just restructured all of my dusk/Trenchbroom files for mods, and I'm a bit rusty.

crisp raven
half dust
#

Get into my swamp?

tight hedge
tight hedge
ancient depot
#

In your custom maps? No

#

I'm talking about mods that replace textures in the base campaign

#

They just need to be renamed

half dust
#

What about them rotating doors?

#

There gonna be an easy way to do then?

ancient depot
#

Well, those are already "easy" to do -- the issue is just that TrenchBroom doesn't allow you to change the origin afaik unlike Hammer & JACK
I've tested a few different approaches as workarounds (i.e. letting you place an entity that acts like an origin modifier) but the real fix would be for TB itself

half dust
#

Oh shit! So TB is inferior.

ancient depot
#

For this singular thing, yeah lmao

ancient depot
#

Note that currently you should still be able to use origin brushes to achieve it in TB

#

Create a little cube brush as part of the rotating door entity, and texture all sides with a texture called origin

#

Put that brush where you want the pivot to be, and ericw-tools will recognize that and compile the door brush with that in mind

half dust
#

So the middle of that brush would be the origin?

ancient depot
#

yeah

half dust
#

Dope

honest stag
#

WOAH

#

?????????

muted glacier
#

Yooooo wait

#

A world of possibilities just opened up

blissful lion
#

origin.wad?

lament ore
#

I thought that was just the default way to do it lol

#

Is that not something used often by Quake mappers? In HL it's all over the place

#

(re: origin brush)

ancient depot
#

(specifically referring to the more modern Source/Hammer workflow)

muted glacier
#

Bout to post a controversial screenshot cute

honest stag
#

the beans

#

the spheres

ancient depot
#

you can't just do that

muted glacier
compact zinc
compact zinc
muted glacier
#

Oh yeah. Suicide by Cowgirl πŸ₯΄πŸ₯΄πŸ₯΄

eternal spear
#

i figured out how to light shit!!!!!

#

the massive urge to just incorporate every single idea i can think of is so huge tbh

#

only a few years until i figure out how to incorporate the third dimension into my map layouts

crisp raven
#

Nothing quite like the first map 😩 πŸ‘Œ

eternal spear
#

it will be so shit in the best way possible

eternal spear
atomic pond
#

does anyone know the name of the "Beans" texture?

#

Can't post screenshots, but its the one used in alcoves in the upper areas of e3m2

muted glacier
eternal spear
#

i have absolutely no idea what aesthetic i wanna go for

#

only thing i have is a few vague ideas of locations i'd like to make and thats it

#

just need to somehow weave all of that together into one map

atomic pond
crisp raven
tight hedge
#

guys

#

what if duskdude had a scythe

#

πŸ‘€

silent gale
#

It would become playable

tight hedge
#

I just had a thought

#

will we be able to make custom particles with the new SDK update too?

ancient monolith
#

just download unity and make custom dusk

tight hedge
#

ah yes

#

why didnt I think of this

crisp raven
muted glacier
#

Oh my God.

bold orbit
#

What the fuck

muted glacier
#

"Someone made the whole 'The Legend of Zelda' in Dusk"
*Lz
"How do I turn off Numlock"
"BRO"
"HOW"
"NUMLOCK WONT TURN OFF"

alpine depot
#

lol

compact zinc
muted glacier
#

Certified NewBlood Translator. NewBlood

acoustic quest
#

How do I join the fallout New vegas NCR

#

Wait wrong, server.

muted glacier
#

@acoustic quest from what I remember, when you're on the Vegas strip, after you leave Mr. House's casino the first time, you get approached by a ranger that will lead you to an ambassador to join. But yes, wrong server πŸ˜‚

hollow prawn
crisp raven
#

Rune PREPARE THYSELVES HEATHENSRune

proper holly
desert crane
#

EW OLD DUSK

#

nice maps tho carry on

bold orbit
#

dave approved

#

you've made it Torii

honest stag
#

Hell fucking yes torii

#

Absolutely blessed

#

Im also finishing an old map soon

half dust
dreamy laurel
#

is there something like sdk to create mods for dusk?

#

or yall just manage game files?

ancient monolith
#

read pins for info

#

Should probably wait till next update though, more SDK stuff is coming

dreamy laurel
#

ok, thanks

void crescent
#

so the SDK wil be like a map creating tool like Trenchbroom or Hammer?

honest stag
#

nope

#

it'll just support more features so that we can make more complex maps/mods using tools like that

void crescent
#

will it make compiling easier?

honest stag
#

it's already easy

void crescent
#

or do I need to download external software?

honest stag
#

you need to do that and will need to do that to make mods/maps, yes

void crescent
#

that's....

#

uh

#

bit disapointing ngl

#

but atleast were gonna be able to do endless maps

honest stag
#

it would also add years and years of dev time

void crescent
#

wdym

honest stag
#

making a level editor is very difficult, why bother when there's already a fantastic, flexible and intuitive variety of tools out there

void crescent
#

i mean trenchbroom is a bit 2 diferent than Hammer or Radiant (which ive been using for years now), i mean just moving something vertically on trenchbroom is a pain in the bum

honest stag
#

you can use those though

#

you dont have to only stick to trenchbroom

void crescent
#

and something that really just annoys me for some reason is the fact that I need another software to compile maps

#

but thats a me problem ig

#

also a lot less documentation which is weird since the quake engine has like double my age

honest stag
#

you just need something that can output a quake/half life bsp in the end
source will be supportd too iirc

void crescent
#

aight guess its time to bruteforce Trenchbroom tho

honest stag
#

....what

#

do u read what i type lol

void crescent
#

yes

#

but like

honest stag
#

you dont need to use trenchbroom if you dont want to?

#

people already made maps using hammer

void crescent
#

fr?

honest stag
#

or J.A.C.K if you're into that

#

you dont need quake compiling tools, you can just use whatever is it that you use for half life maps

void crescent
#

Hey thanks for clearing this up

#

i think im gonna try trench a few more times and see if I prefer it over Hammer

#

last question: how do I make it less cunbersome to move an object on the y axis

honest stag
#

you can tap pgup/down

#

or hold

void crescent
#

thx

#

what compiler do you recommend?

honest stag
#

i mean

#

we pretty much all use ericw's tools

#

and i personally along with quite a lot of people use necro's gui to make it easier

void crescent
#

yeah Im just having some trouble setting it up

#

this is all its outputing

crisp raven
#

For the compiling which are you using and how are you going about trying to compile the .map file?

#

If you're using Trenchbroom you can always hit f1 to open the manual

void crescent
crisp raven
#

And it's only outputting those two files?

void crescent
#

yup

crisp raven
#

Can I see how you have the fields filled out? Like working folder source map etc

void crescent
crisp raven
#

Output folder field doens't work sometimes so try keeping that empty. Also Quake doesn't need to be filled out either

void crescent
#

so nothing in the engine dir?

crisp raven
#

Ye

#

I dont use that and it works fine

void crescent
#

so about the output dir

crisp raven
#

I keep it empty. Filling it out breaks the program because it's old and cursed

void crescent
#

so where does the bsp and such go?

crisp raven
#

Working folder

#

I make it go into the same folder as my .map file

#

and then just move it to the Dusk directory

#

But people do things different ways

void crescent
#

eh k

#

still only outputing a compile.bat file

#

tho

crisp raven
#

For the tools folder is it pointing to \ericw-tools-v0.18.1-win64\bin or just \ericw-tools-v0.18.1-win64?

#

In that image I cant tell if it's cut off or if that's the whole thing

void crescent
#

and its fixed

crisp raven
#

πŸ‘

void crescent
#

lmao thanks

crisp raven
#

Np have fun

void crescent
#

any tips and tricks before I go in?

crisp raven
#

Don't forget about the manual and dont hesitate to ask questions πŸ‘Œ πŸ‘

#

Do you have texture wads?

void crescent
#

yup all that set up

crisp raven
#

Noice πŸ‘

void crescent
#

btw are the Altar ents present in the game?

crisp raven
#

Yes

void crescent
#

ive never seen them?

crisp raven
#

Wait I might be wrong

void crescent
#

where are they present

crisp raven
#

I think Im wrong actually

void crescent
#

eh wouldnt doubt it

#

even if I only played through Dusk a few times

void crescent
#

Has anyone ever made a jump academy map for the riveter and stuff?

muted glacier
#

There is like one single rivet map and it's 2 or 3 years old now.

void crescent
#

lmao thanks

#

"Take it.... Taste the Power"

eternal spear
#

how are you guys able to make maps

#

i sketch out the layout in paint and then i decide everything is wrong and start over again

honest stag
#

well i mean

#

if you feel like you need to rework something then it needs to happen

eternal spear
#

o yea quick question

#

func_door can work as a crusher, yes?

honest stag
#

if you parent a trigger_hurt to it, i suppose yes

eternal spear
#

splendid

void crescent
#

how does light_env work?

tight hedge
#

O YEA

#

will we get the ability to make scrolling textures for maps too?=

#

like lava movement and water and blood and stuff

tight hedge
#

Im a bit of a tf2 rocket jump afficionado

#

so

#

maybe apply some of the stuff from that game to a map

crisp raven
crisp raven
#

The process will only get easier with experience

void crescent
#

so how do I make outside lighting?

void crescent
#

like sunlight on the entire map

#

and how do I change the rgb values on a normal light source?

honest stag
#

So

#

Sry for late response but

#

You're supposed to use sky brushes

#

sky brushes are basically a block in the sky that works as a celling with any texture that has to start with sky

to have that brush emit sunglight - have a light entity with a property _sun set to 1, and make it target any info_null entity
all the properties of your light entity will be what the sky brushes emit in the same direction as the sun is targeting the info_null
but if you want your map to have both sunlight and avoid awful pitch black shadows, you also need _sunlight2 as a property on worldspawn
the value of it will determine it's intensity (works the same as light intensity on normal lights), and _sunlight2_color does exactly what you think it does, changes the color of this ambient light

#

what _sunlight2 does is put an ambient light on all outside areas basically

#

@void crescent

void crescent
#

k thank you so much

#

so its just a big directional light inside skybox brushes like in Source

#

gotcha

honest stag
#

Yup

#

Seems like u already know the concept, that's good

void crescent
#

yeah I used to make TF2 maps

#

also have you ever used Tex Mex?

honest stag
#

I've dabbled yes

void crescent
#

is this normal

honest stag
#

Lmao

#

Better get that liver ready

void crescent
#

what

honest stag
#

Careful with that lol

#

Green names might not appreciate

void crescent
#

what that?

#

dunno what ur talking about

honest stag
#

Nothing :)

void crescent
#

k :)

#

lookin goodish

#

need quite more work

void crescent
#

starting to look like something

eternal spear
#

dusk desert bus,,,,

alpine depot
#

duskert bus...

gritty forge
#

can you add scripts in dusk mods or are dusk mods strictly maps until the sdk comes out

crisp raven
#

Strictly maps for now

gritty forge
#

aw

#

that sucks

#

i guess its only a month wait at this point though

ancient depot
#

Scripts won't be in the update either, but you'll be able to create custom entities to an extent

#

You can inject fully custom scripts using regular Unity modding tools though, it's just not officially supported

gritty forge
#

that's what i meant

honest stag
#

After 3 years of this map sitting in my backlog, 80% finished, i finally decided to come back, crank out the last couple of rooms and release

#

The ending might admittedly be rushed as i've completely lost the original concepts and ideas i had for this map and just didnt want the rest of it to go to waste

#

Enjoy :)))

eternal spear
#

i have a few minor nitpicks

#

you can stare straight into the abyss if you stand ontop the broken pillar in the starting room, the button on the right from the starting room has some z fighting going on once you press it in

#

and chests shatter like glass

#

otherwise was a little confused as i had no idea what exactly i was accomplishing by pressing the buttons and completing the sequence

#

very fun map though

#

also pretty sure saving and loading fucked some stuff but that's just a dusk problem i'd assume

pliant schooner
#

does anyone know how to install dusk mods?

#

never mind i found a tutorial

void crescent
#

added some grittiness to the textures

void crescent
#

MORE GRIT

#

Almost done Β»:)

#

just needs some wheels and a chassis

crisp raven
#

πŸ”₯ SOMEONE CALL THE FIRE DEPARTMENT πŸ”₯

#

πŸŽƒ NEW MAPS JUST DROPPED πŸŽƒ

#

πŸ’¦ GET EM WHILE THEY'RE HOT πŸ’¦

#

πŸ‘» HAPPY HALLOWEEN πŸ‘»

bold orbit
#

@honest stag

alpine depot
#

holy fuck these look so good

zealous anvil
#

Any multiplayer config mods?

#

like 2v2 more match time??

crisp raven
#

No there are none

weak prawn
#

love that i got the game a week ago barely any new mods and thought that mod comnmunity is dead as disco and now 3 cool maps in 2 days

honest stag
#

if you got it a week ago, there's still a massive backlog of things to check out

#

and i do mean massive

weak prawn
#

yes true but also cause i consider maybe making a mod eventually

#

even if its just some texture or audio mod

#

later might be nice since i do sound design apprenticeship now

#

but ye more if people still check out mods

#

which would be the case if people still make them

#

what would u say are the essentials? in terms of levels or maybe instead of essentials ur favs @honest stag ?

honest stag
#

Imo, play Shadow of Strelok
Black Industrial Misery
Duskstein is a fantastic map that doesnt get talked about but idk if it's playable
I really like Taiga, very underappreciated but fun level albeit a bit on the "newbie" side
Bad hospital is the most technically advanced one probably, very impressiive especially once you play a bunch of "standard" maps
Old waters is another cool underappreciated map with a nice twist to it
i REALLY like Frostbite as well
and an honorable mention to Lower

AVOID: Criadus, horrifically unbalanced to be borderline impossible to play on purpose

#

Map jams are usually a good time

weak prawn
#

shadow of strelok i played already a bit

#

rest i didnt

#

sadly i feel like on many maps u cant really save

honest stag
#

I'm very proud of Trespasser

#

that is true for all maps and it's an issue with dusk itself

weak prawn
#

so its the dark souls experience i guess

honest stag
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or rather the current version of sdk

weak prawn
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haha

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micro

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but i mean maps on this game are usually fast paced so yeah

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so a bit like endless but on a map and not endless

bold orbit
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I will finish my map when the sdk release grows near, prolly

honest stag
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If you meant to respond to Trespasser, yes

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in collaboration with Veven

weak prawn
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yes trespasser

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it said ur name

honest stag
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I made a bunch of other maps of... varying degrees of quality

weak prawn
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is it hard making a map? like i did maps back then with wc3

honest stag
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Not really

weak prawn
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warcraft 3

honest stag
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it's pretty easy actually

weak prawn
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ahke

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it looked difficult the modding tool

honest stag
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takes a bit to set up everything but the process itself is simple thanks to the map making tool we use

weak prawn
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workflow wise on trailer

honest stag
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Trenchbroom is the single easiest level editor i've used

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period