#dusk-modding
1 messages ยท Page 6 of 1
i would make a very rude joke here but i will not
haha whats the joke? that it some diehard tool?
The joke is that vriska is in denial
^^'
I'm not making it with tb thats for sure
If tb is so good why did u make all the dusk tracks with blender huh
oh i could do that
Why didn't you though
because then trey would go nuts
:)
^^' jackcels has so much double meaning potential lol
thanks for the tips
btw
i wrote it down
my best maps are Trespasser, Tomb terror (latest) and Insomnia (map in one of the map jams. 2021 i think?) if i may shill my work
i liked tomb terror
had any trouble with the puzzle?
have to finish it but reminds me of playing wolfenstein et maps which are egyptian themed
haha yes
i sorta got it but getting back after button hit i didnt
(and u can always shill ur work lol)
and yes insomnia is 2021
trespasser rocks
thanks man
bad hospital is to scawy :'3
u made the musc too?
no
works very well though
CRIADUS deniers belong on the cross
Can't wait to dusk around in the software dusk kit
Software duskvelopment kit
We are so back, duskbros
The STATE of DUSK-MODS
The Bunker with HD textures and models here we go
wait did the SDK drop?
no but it will on dec 11th
hope i dont have to relearn everything
But for real this time
Can't wait for this channel to be flooded with people and Vriska will have to help all of them while I watch from the sidelines
christmas 2021 bros
does anyone know how to finish repent map?
killed all enemies but didnt discover all secrets and im at a part where it looks like its the end of level but there is no trigger
nvm i figured it out
great map
๐
how do I create light flares in TB?
Ooohh like on keys and stuff
I regret not implementing func_ladder properly originally lol
Because some maps will break in the new SDK now that it works as it should
(func_ladder is a trigger, so the brush it's attached to is not supposed to block the player or be visible, so maps like say, Enclave, which have visible func_ladder brushes, will have those ladders be invisible and harder to climb because you can walk through them)
as long as you follow how half-life does ladders, your map'll be fine
i made the ladder out of brushes and then applied an invisible func ladder over it
yep, that's the correct way
hell yeah
the little strong, almost volumetric, aura around stuff like keys and some models
that is the light flare settings in dusk yea
how do I make one in TB?
you dont, it's a graphical setting like motion blur
just put something that gives off a light flare where you want one to be
but take note if a player has that setting disabled they will not see it
coins, small health pickups for example have that glint
I only made ladder brushes
so once the sdk updates i'll have to make two brushes and put the func_ladder ontop of the normal one??
i'll just refrain from using func_ladders for now
why lol
good question actually
just do it the way it will be used later, it works now and will in the future
i think i'm just afraid of somehow fucking it up
just update the map then
yes, but that's really what you should do anyway
it works in the old sdk and new sdk
very stupid question probably but is there a way to make a brush invisible to the player
assuming i just have to apply a texture for that
Dude NOOOOOOO
In the new SDK, triggers are automatically made invisible.
In the old SDK, if something uses a trigger texture it is made invisible.
Is there anything else that will break going into the new SDK?
trigger texture?
A texture with a specific name, let me check which ones the old SDK recognizes
ladders are the main one that comes to mind and that's only for ladders that didn't follow goldsrc convention
so once the sdk comes around ladders should look like this?
gore bricks being the actual ladder in this case
Anything using a texture with these names will be invisible in the old SDK:
*waterskip
aaatrigger
skip
clip
Correct
that will work in the old SDK too
can't find any of these in dusk_transparent.wad
assuming there's another wad for these?
or am i being stupid
They are probably in another wad
dusk_transparent is a community wad that only contains dusk textures afaik
no tool textures
Most are in here
thanks
Oh and dusk_transparent.wad is missing this pipe texture
Also this tree texture has better transparency that the one is that wad
This has the proper textures for key door indicators (the coloured metal things) but the blue is off because the Quake palette is small and weird
am i still missing anything?
Dont forget to use this one :3
incredible
what makes it so essential?
You need it to
It's essential, get it.
hmmmm.... im trying to change the attack script's weapon fire speed using a mod but FindObjectOfType<AttackScript>().firespeed = 3 is outputting a bunch of errors in melonloader
"cannot load file or assembly assembly-unityscript"
actually that reminds me
@ancient depot will we have that autofgd maker thing with the update? or an official fgd
fgd?
entity defintion file
the thing you got from pins and installed into tb to see dusk enemies and props
it's currently cutsom-made and would need to be updated with the new sdk i assume
huh
Dusk fortress
autofgd maker was abandoned because it placed restrictions on how I could implement entities internally, but I may revisit it in the future when we do scripting
the SDK should ship with an official hand-rolled FGD though
i'm trying to make a custom map but whenever i run the map in dusk it is completely pitch black, despite having placed lights in trenchboom. does anyone have any advice? i'm not sure wether i'm doing something wrong in trenchboom or if its to do with loading the map in dusk.
Can you send me both your .map and .bsp?
@sick comet
can I ask a question?
Is there any way for a map to NOT need the quake palette file
and just run off the BSP?
thanks
im pretty positive we're palette limited for now but im not sure
Which ones are yours? I've played pretty much every one on the website
those
I went to even contact White Mesa's author on GameBanana for permission smh
I wanna make a new map
with all the experience I guess I gained in the past 2 years
I moved games a lot
My dusk maps are pretty amateurish cause its the first stuff I ever made
hey power to you, would be glad to see more new blood pour into the mapping scene
Use WAD3 (not WAD2) files for your textures, and don't embed them in your BSP (there's an option to strip them in ericw-tools)
Thanks!
is there a console command in the tools that disables embeding?
we could do that all along
yup, that's what I meant

Can I ask what is it?
-notex for qbsp
thanks!
very kind of you
Now I need Wally to convert my textures
Oh waiiiiiit
another question
Wad3 means Halflife textures?
can I just use Halflife textures?
Got it thats great!
I have a lot of of those
this is the quake101 WAD, converted in WAD3
if anyone needs it
I really like Quake textures for Dusk maps
are there any other monster's properties apart from health, that I can change in TB?
you can change boss names
and i THINK, might be totally wrong, but i think someone a long time ago lightsource parented enemies to have them change their color
like make them hued red and shit
health, bossname and lightproxy are the properties recognized for dusk entities
yes that
thank you :3
is it normal that the winter(?) 2021 jam has like no music?
what map?
all fo them?
what strings do I use in lightproxy
first 2
are you sure oyu dont have music at 0?
hey sorry where's the dusk.fgd?
altho i think a couple actually dont have it
nope
which ones did u play
wait, my map?
how do I use lightproxy?
its the pack u contributed but not sure if ur map was alredy on
lightproxy property is placed on an entity the color of which you want changed, and the value of it is the targetname of an entity that is colored with the light you want
what entities can be the target of such?
oh a lot of things
like func_doors! props and objects may work but im not sure as i havent tested myself
but func_doors have been the coolest to pair it up with
why so?
because doors can move
so rgb bosses?
Basically you put an entity in your map near a light and give it a name
Then if you set lightproxy to that name on another entity, it'll be lit as if it were the lightproxy entity
targetname right?
yeah
k
hopefully more enemy customizability comes with the sdk
but scripting is gonna be a thing right?
scripting won't be a thing with the new update
its like dark trippy collections
it's in future plans because scripting needs to be designed alongside multiplayer
if we expose scripting in a way that doesn't work well with multiplayer, then the experience will suck
ah k
ye i loaded another map and there is musci
but more enemy customizability right?
the folder is called sinners_trial where music didnt work
there is more customizability yeah
it'll have basically the same amount of customizability that the base game has
since the campaign needs to use those entities too
basically things like health, speed, attack range, attack type, etc
there is a game mode property for worldspawn which defines the default game mode for the level
a map can support both modes though, and there's special triggers for making certain doors, walls, etc only spawn in a certain mode
yes, but like the enemies, how do we choose what enemies spawn when and where?
spawner entities
ah k thx
are things like enemy pathing and aggroing them through triggers planned or are those things simply not possible to implement?
pathing no for now, aggroing yes
what about enemy drops?
that's customizable too because it's functionality the base game has
is there possible to me to get dusk world Fussilade map as a model? (fbx, blend, etc.)
How do you make skyboxes again? Like can they be normal or func brushes?
make a celling brush that has a texture the name of which beings with "sky"
oh hold up
you mean like
replacing the default dusk skybox?
cuz that's different
i just wanna add a skybox so I can have sunlight
you need sky brushes - basically a block in the sky that works as a celling with a 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
illustration of how sky brushes emit sunlight
no
the skybox texture change is an entirely different subject
what i described just adds sunlight
k, 1st I wanna change the skybox
you need to add some worldspawn properties (worldspawn is what u see when u dont have anything selected)
a total of 6, for each side of the sky cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
imma show how the folder looks
here's an example
also
im pretty sure left and right are actually swapped
you'll see for yourself and adjust as needed
so I need to get the png files?
there are skybox sides already present in the dusk folder if that's what you'rel ooking for
you can just reference those
so for example
you'd have smth like this
"sky_back" "textures/skybox_sunset_back.png"
but for each side
no need to move any pngs if you're just going to use the already-present dusk skyboxes
no
do not
one sec
all sky brushes turn invisible when you compile them and boot them in dusk
they should act essentially as extensions of your rooms, like walls and cellings of an outside area
imagine you make a room, but the top half is sky brushes instead of walls and shit
when you encase your map in a fashion similar to what you've shown, you lose all the cool benefits of sealing your map
what about big open maps?
then you just have a big room with a tall celling
the reason i had to raise it so high is this building
otherwise i could lower it like this
hmm, are they actual ceilings that the player can hit?
no, but if you touch them they act like water brushes for some reason for now
that is how they behave in goldsrc too, I believe
scaling of what
the textures of the skybox brushes
nope
they're like holes that lead directly to the sky
so i have the x_f texture
the x_r is to the right of the x_f?
x being skybox_blabla
cool benefits?
yea, what do I gain by suffering?
someone answer pls
if your map is sealed, every single face that is not visible to the player (for example, the bottom side of a floor that touches the void) is cut from lightmapping making the process faster
It also runs better
As a result
so just optimization?
We noticed that non sealed maps are prone to rare, but annoying bugs where entities would spawn below ground
ah k
well unless one day I make a campaign map
im just making a box around the map, source style
I mean thats not exactly ideal in source either iirc
See the thing is
That TECHNICALLY seals your map
But you once again lose all benefits of a properly and neatly sealed map
Actually wait a source map will just refuse to compile if there's a leak
am i remembering right
so i should try to make my sky brushes take up as little space as possible?
yup
ok, just to make sure
sky textures have to be correctly (and relatively) positioned to each other
facing forward is the forward texture and behind is the back texture?
๐
Possible you have light set high. Once you want to light your map the light field should be left empty. It just makes the entire map a flat brightness. It could also just be that you set sunlight super high
If your map is going to be floating (like an island in the sky sort of deal) I would also add _sunlight3. It makes sun come up from the bottom of the skybox
It should be noted that right and left are swapped for some reason
So make sure you set the right texture to the left and vice versa
The others are fine however
which part of the skybox?
its just the default onr
are you sure you spelled the name correctly?
the directory?
did you maybe forget the .png by any chance? (i did)
just noticed this mesage
can you send me your .map file
uh k
i'll investigate
one sec
its probably just some stupid mistake
this is not how it should look
here's an example
one moment
in your case, that would be
"sky_back" "textures/skybox_sunset_back.png"
etc
so is it the name of textures of .wad or the in game files?
but the in game files are called skybox_x_left/right/front/etc?
yep
ok, i'll try to run it down one more time
the way you change the skybox in dusk has nothing to do with wads or things you place inside the map
you will not see it change in trenchbroom, and it doesnt matter whether you have sky brushes or how they're textured
the skybox in dusk is a cube with textures on each of the sides, and the way to change it is by referencing a .png file texture for each of those sides individually
the game will look inside all the enabled mod folders for the things you reference, and the "dusk" folder in your mods already has some .pngs for skyboxes neatly cut up into parts for you to use
so, we're going to use those and let the game know we want each side of the cube textured with each individual of those .png files
for example, you want to use the red/orange skybox. you go into the dusk/textures folder and look for the images that you need
found them! they're called skybox_sunset_back.png / skybox_sunset_front.png and so on
now we need to make the game know they're the ones we need, and to do that we add properties to worldspawn, and assign each texture to each side, by referencing the folder they're in and the full file name
Yeah skyboxes are external textures, unrelated to the BSP itself
thats what I did? What went wrong
you didnt specify the folder they were in, and didnt specify the full file name
compare
also someone should pin that for other newcomers
There is a different kind of skybox texture that does get embedded in the BSP/WAD, and that's the scrolling Quake sky textures:
The old SDK doesn't support these though
oh, the directory
ah, I didnt know I had to specify the folder
Yeah it's a path relative to your mod folder
You can technically put the textures anywhere you want
the textures folder is just the standard
yea
if you, for example, have a bunch of custom tetxures just laying in your mod folder, then you might not need to specify the folder path
like, for example, if i have my skybox tex just laying in my mod folder and not in "textures" then i can specify them outright without the "textures" folder
Yup, it's disorganized but it works
A mod folder is largely just a bag of assets, the SDK (usually) doesn't care where the files are inside it
The main exceptions being .wad files (must be in the root), maps (must be in the maps folder) and the palette file (must be in the root, and in the new SDK, it must be in a gfx folder)
not my first rodeo
this should be pinned
there are shorter explanations out there lol
There's proper documentation in the works for this stuff
Vriska you should save these responses for the next time you need them
why not just copy the message links?
because that feature sux and on mobile it makes u jump to the og message
which is inconvinient
fair
Yeah especially when that OG message was 3 years ago 
wait so @ancient depot is the new SDK gonna support dynamic lighting better? I assume so since we're getting light styles and all that but it would be nice to know if I can put candles in my level now
light styles work and you can place dynamic lights
how much is it gonna affect performance?
Like rn its almost impossible to use candles
in a full level
No real change there, that's a Unity thing
When vis is implemented at some point that might improve
can I copypaste items/brushes from a .map to another .map?
yea
yes
thats how I transfer my objects
I reuse things for consistency
I recommend making your own generalized custom objects and transferring them over every map
adds a lot of continuity and character
i have a map with a bunch of shit i made from various maps
and just copypaste it
may have lost it though
it doesnt keep the textures in place :c
theyre there, just not correctly scaled and offset
here's my prop map. outdated horribly but i reuse a lot of stuff from there
Sterlok
oh
If I dont group them the textures stay in place
Lmfao
I made the average american school bus
but it was supposed to be this thing
Im keeping the normal bus now tho
best boi :3 (old picture)
it looks cool but be careful, dont fall into the trap of making a single prop for too long
it increases map dev time exponentially
ive finished the truck quite a few days ago
and how long did it take ya
uhm 2 days
mostly just experimenting with textures
heres the png if someone ever makes a better bus
currently glueing together a bunch of rooms so i can at least say that i made a full complete playable dusk map at some point
WILL try to make something that actually looks pretty next year
the most valuable thing you can have to improve your mapping is players
make stuff that is short, yet simple
get people to play it
it's the most fun part
my ultimate goal is probably an 8 minute long level tbh
it doesnt take long to make a map if you're really getting into it. took me i think less than a week to makre tresspasser
minutes arent the best time spent counter
VERY long time away for me to even attempt that though
yea true
cant really think of a better one at the top of my head though
try to aim for "longer" or "shorter" when it comes to describing map size
got all of this figured out and working flawlessly
just need to memorise it now
changing the skybox texture went smoothly
i daresay i might be actually learning something for once
Can't wait for a dusk horror mod scene to emerge.
the ability to aggro wendigos using triggers is gonna be huge
Really hope that the dusk mod scene flourishes after the sdk.
I could imagine a dusk mod that is a hunting game with deer and stuff
Brutal Dusk?
What is the file that dusk uses? Is there anything comparable to a wad file but for dusk?
i obviously dont know what you're trying to do, but cant that similar effect be achieved with simply teleporting them in
putting one around a corner and using a trigger is a lot less work than teleporting one in
hey hi
how do I uh
setup trenchboom to run Wad3 textures
do I need to set the game as generic?
Make sure you activate texture lock when copy pasting things. That way the textures will stay in their original alignment
where's the dusk shortbus at?
is that nuketown
Yas๐
Fixed something that's annoyed me for the longest goddamn time. Now you'll only "leap" out of water if you actually exit above it (so now you can't be trapped inside bodies of water that you can only exit from the bottom)
EYYYYYYYYY
that means exiting water from the side wont make you jump up
like from sewer pipes
That still happens, but I can fix that too
I'm just trying to avoid behavioral changes from the original game unless they're softlocks like this
God I hate when that happens
Wouldnt it be sick if the SDK had like a โmap of the monthโ rotation thing or something
The workshop's popular mods category would probably cover that
True
Would just be cool if it were in game
Im legit hyped to just add fog to my maps
Im a simple man
we'd go months without a contender lol
for now....
z_testbox.bsp will be the top map forever
aaand top map this month is .... MAPTEST
sorry there was nothing else this month
whats the info about fog now?
cant wait for sdk update
end_nuketown_rc2
btw whats the best transparent glass texture?
For glass I use the vanilla dusk glass texture then make it a func_breakable and give it these settings. renderamt changes the transparency of a brush if rendermode is set to 2 (2 is for textures) The range for renderamt is 0 to 255 with 0 being completely invisible in this case
thx
The happy nice skybox that you almost never see 
yea actually that is a skybox you dont see often
IT'S USED IN TRESPASSER THO ๐
good geometry man
cant wait to see the map in full
Hey could anyone link me to some info on how to replace sounds with mods?
these stairs were a fricking nightmare to make
like half an hour for the geometry of some stairs
ยป:c
(leathernecks are to help with scaling)
ctrl+shift+alt+V
for this I'd try and extrude the shorter ones and then cut along the face of the one sticking out. Should make everything line up
Idk if that makes sense without any visualization
Ay holup
Baller
small changes to garage
myhouse in dusk
Already something I tried to put the effort into but got burned out on. Something like that I feel like is too unique and personal to copy 1 for 1.
Original stuff is cooler anyways
aw
fair
i once saw a recreation of myhouse in meet your maker
I have this idea for a level named "The Tower of Babel". Its basically just a level where you ascend the stories of the babel.
thought it would be a replica of a doom level
how do I make it so skybox brushes dont get hit by bullets and stuff
also, how do I make it so there are no extremely dark spots, like under the roof
u have to go fullbright ๐
are you using _sunlight2?
and are you using bounce lights
Yep
?
what's that?
it's a setting on light.exe to simulate light bouncing off of walls
like rtx, but calculated once and baked into the map
often prevents these dark areas
that's not so retro tho.......
Here's how it looks
no bounce lights
bounce enabled
it's subtle, but lights spreads much better
nope?
then try using bounce lights
how do I do that
add -bounce to light.exe compile settings
it will increase lightmapping time
but it's worth it imo
yes
bounce lights are great
i use them in all my maps
the extra lightmapping time is worth it
Could always just make your maps fullbright while you're building the geometry
I guess
Does anyone know if you can play the dusk custom maps on Mac
How did that work? Was it just the shape of the house? Sounds cool. I love MYM
just go check out the map
Update drops in one month!!
YEAAAAAAAAAAAAAAAAAAA
can't wait to see a high poly jakob
why it looks way too RTX, i like it
well yeah MYM is a pretty modern-ish game

lol
Wtf lmao
It's probably memester
Never 4get
I want to 4get
#general-modding lore??
let me find the thing vriska posted
misremembering it seems
watching things unfold in that chat in front of my eyes was funny while it lasted
i think the guy rejoined again lol
He's still in that minecraft model editor discord
https://tenor.com/view/call-of-duty-cod-zombies-call-of-duty-zombies-richtofen-gif-25262455 yall trying to explain something to memester
a
Playing the American nightmare
Hey anyone remember the map where you jump in the pool and when you come out the whole level is snowy, enemies everywhurr
https://mod.io/g/dusk/m/old-waters I believe it is this one
If you have any criticisms I would like to hear them
I've played lots of your maps, great work. I didn't have any problems. Took me many tries to get through.
I've wanted to make stuff myself, but too impatient to fully learn. Thanks for helping keep it alive
๐
how does the "music" setting in the worldspawn entity work?
It's a mod relative path to a sound file
like skybox textures?
Yup
any way to make music loop?
It should already loop
oh thank God
And how about like looping a "playlist"
that would require triggers tho
Not supported in the old SDK
new feature?
You could maybe use a timed trigger and a trigger_changemusic in the old sdk
In the new SDK there are music playlist entities (mostly for endless maps)

what filetypes can it read?
in the old SDK I think it was flac, ogg and wav
Is the save system less cursed in the new SDK?
Yellow house basic geometry done!
twas tough but I think it came out really good in the end!
What version of Nuketown are you doing? OG or 2024?
OG
its not 1:1, cus you know, very diferent genres
actually @honest stag here it is with max lighting settings and all the other files
(ignore the music)
Yeah you kinda have to make maps scaled alittle bigger in dusk because of the movement/movement speed.
how many units does duskdude jump?
If anyone doesn't own Half-Life on Steam somehow, it is currently free
Oh right the half life birthday is soon
Im making a secret room and I want something in it
Anyone got any ideas
Literally anything
its not?
got any drawings you made as a kid?
not really...Most are in an attic in a house I havent been in years
and most are sketches
I HATE painting
Time fot a visit!
I dont even know if they're there
Actually what about an hidden song?
Cod Zombies style
Looks like they stopped it for some reason, it was earlier
Weird
Maybe it was a test for the bday
could be
it was broken, you couldnt claim
If anyone doesn't own Half-Life on Steam somehow, I'd recommend Half Life Source instead. Even if it isn't free, it being the superior version makes it worth it. And tbh it's not that expensive
Well if you want the superiour version, get Black Mesa
:dread:
HLS fans rise up ๐ช
I'm gonna be that guy. I didn't hate Black Mesa ๐คท
Why would anyone hate it?
HL1 is considered by valve to be the definitive way to play now
HLS is unlisted from the steam store
definitive eh? I just ranted on #gami_g about how it corrupted my saves and has all kinds of weird af issues
interesting
issues the original never had
first i hear of someone encountering that
i only had one issue and even that was multiplayer
like sometimes I press mouse 1 but it wont shoot 
and I checked if its my mouse
its not
vsync shit maybe
could be even tho I had that off
then again the game enables mouse acceleration in windows settings too :)
because why not
yeah sure
played till I was like 1 or 2 maps away from lambda complex, game crashed and corrupted my saves :)
not gonna play again
all it did was remind me on how badly half life has aged
its like the most influental game of my youth but jesus fuck
it didnt age too well, i agree, but tbh this update made me like it a bit more than i used to after i played again
Not really, it's just included only in a bundle, cant buy separate.
you're not using -bsp2?
just put it into the compile settings for qbsp
there is no reason not to use it for any map
fixed :3
is there a way to correctly rotate stuff that doesnt like to be rotated ie exploding car
Yeah trying adding the angles property to the object then using the rotate tool
angles or angle?
either way doesnt work
angles
you maybe need to imput the vaules yourself, there are three: x y z, so it would be angles: 0 180 90 or something
they rotate but the editor and ingame dont align
ill just waitfor the sdk or smthing to make an exploding car or smthing
just make a breakable car that spawns in 2 jerry cans into the same place
once it breaks
causing a telefrag explosion
lil teaser
how would I do this?
make a breakable object
make the breakable object target a trigger_teleport that has 2 jerry cans in it
put the teleport destination at the car position
done
2 exploding cans inside of a trigger_teleport
everything inside the brush teleports?
those 2 specifics object inside one trigger_teleport
yep, phisically inside the brush
method works
is there a way to teleport brushes?
or move them at lightspeed to a position
how do I make one, the worldspawn entity appears instead of the brush
just make like a func_door or smth and then rename it into func_wall_toggle
use a multi_manager
multi_manager is a point entity, and the way it works is you add the targetnames of the entities you want triggered as the keys
so your breakable/button/trigger would target buttmanager here, and buttmanager would trigger "anothername" "button1" and "buttondoor" all at once
bad explanation and bad namingi know
got it
im just having trouble with the wall toggle
doesnt wanna work
actually it works
it turns invisible when triggered
im going to use it, I just want the opposite
OK I think I have found a workaround
Ay, tourist from general modding here. Is there any where I can look at the raw textures and models of DUSK? I'm trying to make a game with a similar artstyle and would like some reference material
hey uh
does anyone know if the texture that the Mortar weapons worldmodel uses
is in the SDK
models are here, textures you can get from game files when you download the sdk or extras i forgot which @late seal
Ok, thank you 
btw where i can find skyboxes for use?
WHATS THE THING WITH TEXMEX F*CKING UP THE COLORS!? I WANT GREEN GODDAMNIT GREEN NOT GRAY
Probably because it uses a limited colour palette
green? in this economy?
is there a wad converter that doesnt yknow screw it up
like one that doesnt "filter" a color pallete
(he meant to ping)
fireblu moment
^
that's the quake palette
fr, can I not use another palette?
how
does anyone know how to activate cheats in dusk?
Type them in during gameplay
so just t-h-e-m ?

you'll find all of the cheat codes in your goodies folder
thats pretty cool, thanks
will non-sdk dusk ever see nbclip added,,,
Idk
what do you mean with non-sdk dusk?
aint this coming patch supposed to unite regular exe with the mod one?
hope so
it's taken so long at this point that one might think its some david's spaghetti code reason that these two halves cannot be combined
We decided against the SDK replacing the main game wholesale for a few reasons, but mostly because we didn't want to deal with complaints about save games and configs breaking
Maybe in the future we'll add support for that stuff in the SDK just for the sake of parity and then it can replace it
still gonna have to switch to the beta branch for mods?
Right now the plan is to make it a free DLC
And the DLC adds a Steam launch option
That may change, but that's what we're considering rn
that actually sounds hella good
also do you really care about what people think that much?
games been out for god knows how long. it's not like a large amount of people are going to lose their first playthru progress
I dunno just sounds like a copout reason to me
why make anyone lose progress at all lol
i'd be pretty sad if i played through half a game and a sudden update to an already released game broke my saves
in fact i'd go onto the STEAM FORUMS and i'd make a LIST of DEMANDS
and THREATEN with a REFUND
:(
I forgor is the faster bootup that was on the sdk branch now on the regular one as well
idk i remember the sdk bootup being slow
I've lived that three times at this point with White Hell
it's annoying, I'll wait for the full game to come out before playing it again
Seems like the best place to ask this, will the SDK be on Linux come December 10th?
When I saw the Dusk HD trailer I thought that mods didn't exist for it before then, what would the SDK be used for?
the new version of the SDK has a lot less limitations
I'll give you an example, you can't mod some enemies, bosses and weapons with the current implementation
Cool, but I bet it will require unity, tho
no
is fog gonna work the same as in trenchbroom for quake? Same flags and everything?
just make a bunch of plain color textures
beautiful!
minecraft 1.22 leak
No clue why you get those results, I guess it's because you use a locked down TB config for a specific game and wad files instead of normal .png-s
i'd look for settings in your wad generating software
Which kind of mod?
What does Jaket mean?
jaket the multiplayer ultrakill mod
Vriska you're my guardian angel
ooops
We all make mistakes ๐
is the SDK release going to affect scaling of maps? i know duskdude moves real fast compared to ranger
The scale factor will remain unchanged
32 bsp units = 1 dusk unit
duskdude's around 2 units tall and 1 unit wide, give or take a tiny skin width of around 0.06 units



will dusk multiplayer receive an sdk update.
in the future
is there any version of dusk for arm processors
SDK in 10 days!!!
Omg which maps are YOU ๐ซต going to upload to the workshop?
uploading testmap 1 through 6 to the workshop,,
i havent worked on that thing in like two months
im only gonna upload 3 personally
mayb 4
trespasser, tomb terror, insomnia
maybe baptism by blood, but that needs fixes
wubout u..... @crisp raven
#server-announcements message ;@everyone will it be released in europe as well?
American Nightmare and everything after is the plan
I still have to fix all the ladders in all my levels 
Just one initially
ARE YUO GUYS READY FOR THE DELAY ANOUNCMENT?!?!
that was mean from my part I'm so sorry to everyone please don't stomp me to death please please don't I beg
Kill the non believer!

if dusk multiplayer gets the new sdk, I think multiplayer would become more popular.
By more popular, you mean 2 more players?
3 if we're lucky!
1 more player atleast (me)
Whoa, that's a lot, totally worth investing 1000 hours of programmer work hours into.
one week remains
can you believe it, dusk sdk, just a week away
yes
anyone remember q dude?
he just added me on steam
mfer is not dead i repeat q dude is NOT dead
Q dude?
fuck man
I was gonna have my bigass hell level finished for the SDK update but im too busy lol
I have another map in progress as well
but this update is gonna motivate me to continue for sure
though I will look into updating my existing maps for the update, mostly fixing up some minor details and revisiting some areas that have had issues (such as the button that opens the garage doors on cannibal ridge that noone can ever spot and end up just using the climbing ability and trying to climb all over the place)
might just make it a proximity thing where it opens as you get close
or light up the button to match the literal suns brightness like that one button where you fight the intoxigator in the vanilla game lmao
Just a question, is Unity needed for the SDK modding to work?
nope
that's for maps specifcally
to make textures/sounds/models you dont need anything besides whatever tools you use to do so
scripting is not currently a thing
Yeah his pfp was a super shotgun or something. Map maker that just disappeared and deleted all his stuff one day.
he also wrote the mapping guide in pins
i hoped we could get our hands on the sdk few days earlier so the mods on the workshop would be there and functional from the start
That was the original plan but if we end up having time for that it'll probably be like a day beforehand
ok thats the weekend that prob enough
tfw you break triggers
Lmao
We're making it out of the nameless city with this one
mfw id software opens the portal to hell for doom's 30th anniversary and the sdk cant release
Joined to see what modding for DUSK would be like (only just installed the game). Noticed its .bsp based proceeded to cry.
sir im gonna have to ask u to leave
5 or whatever years of waiting and just when SDK releases im busy doing my masters


