#dusk-modding
1 messages · Page 7 of 1
whats the problem with that lol
guys, I am so sorry but I have to be the one to give you the bad news.
Dusk HD isn't coming out 2021 😦
??
Its just been a few years since I touched anything like that.
tbf bsp tools like hammer, radiant, or jack are a bit tough to use
but it's just quake 1 mapping. you can work in full 3d with trenchbroom
& ericw-tools, the compiler for quake .maps, has a barebones tool for previewing .bsps
Was almost outraged, but I already was in 2021 😭
cancel 2021 now
dude you gotta wait for corporate to prepare black text on yellow background announcement W T F
garumin man you're a loose cannon!
The New Blood Entertainment ltd.™️ team has always had delivering quality gameplay experiences and interactive engaging worlds as its mission. Unfortunately we aren't able to deliver that level of quality in time for the 2021 deadline. We will be reflecting deeply on our internal processes and trying to come up with more sustainable dynamic solutions in the future for delivering the kind of experiences and stories we want to tell. Hopefully it is worth the wait. Sorry to any fans who were let down by the delays.............................
Not being released on workshop because workshop is delayed again 😞
Wait. I'm having a r/whoosh moment. Did it actually get delayed again?
easier to understand for slower people
not coming anytime soon
dusk coop, just a day away
In the time I have been waiting for dusk coop to release I finished highschool, and nearly all 4 years of my computer science degree, and learned to implement multiplayer into games myself.
I don't think it's coming
SOON TM since 2018
Coop hasn't even entered development, it's always just been something we'll do when everything else is done
It would be extremely complicated to do it through Unity modding
Yeah true
I forgot you use unity ☠️
When is Dusk HD?!??!?! Its December 10th/11
😴
Just make it yourself tbh
December 11th, like the announcement said
Nah i thought it was the 10th
💀
and its the 11th in Australia
Gotta wait till trmw for America
Same boat here man
Should release at about 6pm est
Thats 7am in Perth I think
i legit cant believe it's almost here. it's been 5 years since the first sdk release and we're finally getting the workshop
crazy how much my life changed since then lol
i think i first found out about dusk when it was given out in keys, but didnt have discord so i had no idea how you could get your hands on it
watched some youtuber play a preview of it, bought it as soon as it came out of early access
Dusk got me back into boomer shooters and got me to play through the entirety of classic doom and quake. I have no regrets.
insane how some little custom maps got me into making games
ahh darn I am working from home today and was hyped to play it, but I guess ill have to wait for my shift to end now lol
ello
so...
could i please have an explication on how to get dusk hd, the activities on the dusk menu of steam doesn't show how to enable it plus, i'm no computer guy TwT
it's not released yet
they said december 11
hd dropped it seems
Lmao
Lol
DUSK - DUSK reintroduces you to a world where butchery and bloodshed must be mastered... if you're to survive 'til dawn. Inspired by Doom, Quake, Blood, Heretic, Hexen, Half-Life, Redneck Rampage and all your '90s favorites, while featuring a soundtrack by metal music mastermind Andrew Hulshult.In three distinct campaign episodes hand-crafted fr...
we got workshop
we fuckin made it
The STATE OF #dusk-modding
we MIGHT be back
We ARE back
Download the dlc
It's a launch option
My map crashed the game T-T
kekw
Finally
LIGHT STYLES BAYBEE
I can die happy
oh my god hell yea
finaly quake light flickering in dusk!
i fucking love the quake sky support
it's so nice to have
no more static ass cubes
does this mean i would have to do skyboxes differently now or is it just a texture thing?
you dont have to change the way you do them
submitting
oh also water wont be fucked up now
НЕ ЧИСЛО
@honest stag, please keep all discussions in English.
ok bot sorry
do the textures for the old maps work?
lol thats interesting
or do they need conversion like I heard some talking about before
guess my ruski support needs work
give it a second to show up
there it is
vriska fastest as always
i had this shit on the ready lmao
Allot of the props are missing and some of the textures are weird
also do we have particles?

Enemies still can't go through doors
interesting, you're not supposed to pick up the sword there i think?
or i have dementia
you might want to reupload though
one of the two
just how navmesh works
reupload? whats up
Huh
no xml?
yeah i have a feeling it has to do with the [unknown] author
not sure why thats happening
i did put
Vriska (Level), Veven (Enemy textures)
as the author
ah that might be breaking it? not sure
can I get some help on how to add fog to my lvl before upload :D
im not sure if the fog is setup yet? please read the announcement for more information
can i change one file without reuploading the entire map?
the dusk sdk is going to get a major update in the coming few weeks
tldr: we didnt finish in time and shipped a half finished version
or how specifically do u like, patch a map
im going to be adding this feature to the uploader soon
ah got it
didnt have time to do that
as long as it's not horribly broken i'll just wait
im thinking like
this is not technically using the workshop subscribe thing
but rather the old "put the mod in the folder" method
im gonna remove that, sub to my own mod, and try again
dusk still not responding
yeah jsut close it then
it didnt crash for me though, so its probably just a one off
I made a whole new game instead
alr second attempt
The aforementioned weirdness
Also transparent textures are no longer transparent.
uhhhh
that aint supposed to look like that lol
the borders
the button sound gave me a jumpscare. i knew it was coming and i still forgor
OH MY GOD
my spike trap that i made out of func_doors
makes the dusk door open sound
i totally forgot to set this stuff up in preparation
lmao
Just heard the button press on my map too POG
yea i figure this might be a palette thing too
we'll have to work on that
ok so it seems to affect textures that come from one specific wad i have
lemme grab it in case you'll need it
my guess is its the palette, but im not sure
it might also have something to do with last minute fullbright changes we made
we were doing builds until 8am lol
when zombie wakes up im sure he can fix it
im not sure whats up with that, this was working fine yesterday lol
i played through your whole map
so itd be a last second change we made
has to be a fullbright thing
guy the water is solid in my map, also there are no trees
Yeah lol
water has been majorly overhauled
I hadn't checked the water yet
i would suggest redoing water volumes accordingly in your maps
it was broken and wrong before
i am taking notes though, and we'll work on the issues quickly
Thank you mister 500 🙏
how do we do water now? im just using func_water
Alright so
seem to be a couple issues with my next map
but they're minor
Ok the water isnt broke
n
time to upload
How did you get your water working?
actually wait no that's not a water brush
nvm
i just forgot i made fake water in my map lol
https://steamcommunity.com/sharedfiles/filedetails/?id=3111686939&searchtext= 😀 (Too afraid to play it and see that literally everything is broken)
All good
you can use liquid textures for water now
Help God is staring down at me from a dark uncaring sky
like quake does
Okay I don't know if this is exclusive to Tomb Terror, but quicksavling/quickloading kind of breaks the level
aye just try to do it in one sitting
there's a reason ive been making all my maps short lmao
Also the transparency doesn't work. Also the framerate is worse?
please understand that this version is NOT the actual final version
transparency of what
youll have to be specific
i think there should probably be some sort of warning for saves and stuff until it's fixed
The transparency of textures
there is a forthcoming version of this in a few weeks that is a completely different version of the game
more specific
Those tree textures are supposed to be transparent but they are solid black where once there was transparency
hm ok
(we're up to some tomfoolery 😈 )
because its not ALL transparency, it seems to be specific transparencies
by the way НЕ ЧИСЛО means "not a number"
@honest stag, please keep all discussions in English.
yea yea fuck off bot
yeah i know it does, its dividing by zero there
anyways, if you dusk mappers can compile your issues, maybe in a google doc or something
that would be hugely helpful
aye actually sounds good
and if you can link references to the map its encounted in that will help us fix it
most of this is probably very simple fixes
Oh man I forget. What's the launch options to skip the start up movie?
so hows the state of the sdk guys
we're working through the issues
this is only a temporary version
we had to delay the full version by a few weeks
we basically slapped the new bsp loader in the old version
Why that seems like a funny joke whoever did that
how do you make custom maps for dusk
the same way you would for quake or half life basically
so
could we have the quake skies disabled if the map has skybox sides specified?
probably?
i imagine ppl would use one or the other
cuz i need that sunny sky of mine but dont want to you know
remove sky brushes
also water seems to work fine in trespasser
so that's good
@crisp raven do you mind adding your transparency issue to that doc
source games maps are compatible?
it says it has partial support
It is on the workshop https://steamcommunity.com/sharedfiles/filedetails/?id=3111704209
eyyyyyyy nice
goin through all maps giving a thumbs up because im not biased at all
not gonna jump the gun on making a new map before the full full sdk is out
but gonna concept one for sure
this time - proper length
no more compromise for broken saves!!!!!
NOOOOOOOOOOO YOU DELETED THE TEST MAP
it shall forever live in our hearts
yes actually, but only partially
it will load the map, but without textures, and many missing components
the big one is it wont load displacements
Im going through and documenting things I encounter. I'll add to it a little later
kk thanks so much
alr i think im done, gonna go through my stuff too and see what's broken
all my levels are up on the workshop :)
except for one but im lazy so
shoutout to steam having 2mb fucking png limits in 2023
How do you load the maps? I tried to put hl2 bsp files, but it doesnt detect them
its possible theres an issue, its highly experimental, it should work the same way other bsp maps do
so how do you patch the map? like is there a way or a takedown-reupload is needed
im still on the water issue, tried watertex and water_f1 both with func_water and regular brush but its still solid
do we need to prevent leaks like in quake maps?
are you sure you dont have an overlapping brush or something?
oh its overlapping like crazy in here
oh wait im stupid i didnt upload the wrong map
for now youll have to takedown-reupload until we add the feature for patching, OR you can use a third party uploader
so diligent of you to follow the standards of base dusk maps 
nvm thank god
Turns out, i skipped something in the tutorial on how to load maps
My bad
Door opening downwards dragged me through the floor
oh that's a classic bug aint it
it was like a workaround for platforms, touching a moving brush translates the momentum onto you
or smth of that sort
Is there any updated version of the .FGD? How do I need to config Trenchbroom to make maps for DUSK now?
the one in pins works for now
but there should be a proper official one later down the road
it's technically missing the newest features from the update though
prolly not gonna bother to update it since the full-full sdk is right around the corner
Here is probably better place to ask 🙂 Will the SDK thats coming be like a map editor or will you need to use some external tools?
My water just moved when I threw a switch that opened an under water door
external tools
the current recommended one would be Trenchbroom
but you can use many others that work with .bsp
One of my secret triggers is solid lol
can i take a quick look at your .map?
if you want i can try to run through some fixes and match/compare what you did to the way i do it in my maps
since stuff mostly works in mine maybe i could lend a hand
My map?
new bug, boss healthbar doesnt appear
btw guys
and my water is still fucked, which sucks because it blocks progression
put your issues with the sdk maps into this doc
documenting this stuff will help fix it
sure
i downloaded the update and i don't know what to do to play dusk hd
no options in the game
i don't have the dusk hd popup
np
@half dust do you mind adding your issues to vriska's document?
i've got some experience (made a single map not even a month ago) with half life mapping, and now i wanna throw my hand at making a dusk map since the workshop is out. i see it's mostly the same since dusk can just read HL bsps, but is there literally any documentation outside of this single channel? a wiki, a forum, anything? discord search is a nightmare
thank god
dont quote me on that tho
generally you just make maps the same way you do for half life/quake
with a couple dusk specific quirks here and there
yeah i've already ran into some of those lol
do clip brushes not work? or is there just a different way to make them
they do, func_clip works
oh okay, i was just assigning the clip texture to the brush and the compiler handles the rest
ye the func_clip is an example of the quirk
yeah we will be releasing full wiki documentation at some point soonish
its all very WIP
this should work too?
maybe
i forget honestly
yeah ive got no idea why im just passing through
if it works that way in HL
even with func_clip
that's weird yea, not supposed to be happening
actually
i just tested a map of mine where i had a working clip brush
lemme see how i did it there
ok well i did in in the hyper stupid way of literally making it an invisible func_wall
okay yeah thats what i was thinking of doing
i think there was some other purpose behind me doing it like that instead of func_clip not working
if clip doesn't work
is there like a list on what half life entities become when put on dusk
there was actually, gonna look around
ah fuck i rememberd it's on the old dev wiki
that got bot raided all the time
dunno if that's still up
yea guess it's gone then unless you can waybackmachine it
i remember putting them in myself
also just checked
func clip seems to work on my end
weird
but it needs to have a normal texture
oohhhh
that's what it was i rememberd
i dont have file permissions so just pretend i sent a screenshot of my custom heisenbug clip texture
rip walter white
lmao
anyway does dusk support sprites how half life handles them at all?
i made an HL deathmatch port of doom e1m1 that im modifying to just be a regular port to dusk (easier than starting from scratch), and i used sprites for the lamps and such like where doom had them
that too, did a search for the word skybox in here and saw i need to add individual sky_direction keys in trenchbroom, pointing to a png, but that doesn't seem to be working
that was an explanation on how to make sunlight work
you can currently use either quake skyboxes (the easiest method by far please do it that way) or the dusk way
i can put the dusk skybox copypasta here
gimme a sec
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
https://dusk.fandom.com/wiki/Enemies this talks about an entities.txt file but i can't find it
i know in half life the names of the skybox textures mattered, but since you're telling the game exactly what texture is what direction, it shouldn't matter, right?
yea
Is there any documentation on how to use the DUSK assets in trench?
you can get the .fgd file in the pins
HELL YEA
also the item pickup stuff works
the instructions are there aslo
but for some reason the eyes broke
like the func wall toggle doesnt want to go away?
unless there's a typo im missing, it's not working? https://i.imgur.com/wbUuafJ.png
but i didnt try saving yet so idk about that
ok news from zombie
its your wad
you used the fullbright pixels in the quake palette in your textures
so they are fullbright
ah fuck
Is there a way to make dusk maps on J.A.C.K using its textures?
yes
well it's pitch black
what if i just made a giant box around my map with the textures manually assigned :trol:
how?
im running on like 3 hours of sleep waiting for workshop lmao so im gonn have to hit the bed imminently
we should have a setting in worldspawn to edit if you want those fullbright pixels
wish i could known about the wad thing but oh well
he said if you use wad3 iit wont happen
hmmm maybe i cant just convert that wad to wad3 then
can*
shouldnt be a problem hopefully?
Ok I checked and it looks like using a wad in general will stop it from happening (though that isn't intentional)
btw it's loading wads from the mod folder still right
I'll fix that
Yeah
Basically if the BSP file is in Quake format, the last 32 colours of the palette will be full bright
huh i do have that texture wad in the folder though
how do i activate dusk HD
If it's in Half Life format, that only happens if the texture name starts with uh... [ I think?
Some symbol
free dlc on steam
yeah i got that part, where do you activate in game? Or is it something else
its a launch option
press play and it should pop up
tyty
use the guide in pins
is there a changelog of what has changed between this release and the beta
Clip brushes will work of you use ericw-tools and compile with -wrbrushes. Normally clip brushes are only in the secondary clipping hulls which dusk doesn't use (because it can't, those hulls require using the BSP for collision)
You may need to grab the latest preview build of ericw-tools because I'm not sure if it's in the current stable
ah i've been using zhlt, should i switch?
If possible yeah
Basically wrbrushes embeds the original brushes from your map in the BSP like how Source and Quake 2 do, and marks which ones are clip brushes, water brushes, etc
no fog just yet
Particles?
we have code for particles but it didn't make it in for this build
yeah, 2.0.0-alpha4 should have it
Is it gonna be like entities you place and then reference a particle type?
after exporting the map, what order do i run the tools?
Yeah. There are json files describing particles, and you'll place something like a func_particle which references that file and plays the particle when you trigger it
qbsp -wrbrushes file.map file.bsp then light file.bsp
And will we get like spawn count and speed and size parameters?
yup

even things like gibs and weapon casings are particles
so you'll be able to customize those
that's actually what's supposed to happen lmao
Also can you get the ”new” weapon in the base game? Or is it just for SDK?
No plans to put it in the base game for now
Fair enough, would be cool for a secret somewhere but I get that it would be out of place esp since the maps havent accounted for it
Yeah it's a little OP lol
Post the full window
aside from the clip brush thing, what reasons are there exactly for using ericw compared to zhlt? quickly testing the lighting is way darker and has no color (which makes sense, it is for quake lol)
I guess for now I'll disable fullbrights too just so we can come up with a way to make it opt-in without making original quake maps look weird
ericw is just what I initially chose to recommend and it kinda stuck lol
there's ongoing work to add zhlt compatibility to ericw-tools
can be seen here https://github.com/ericwa/ericw-tools/pull/386
The preview filename shoould just be preview.png in your case
not the full path
adding new bug to the doc, keycards dont glow anymore
How do we cast sunlight now if we're using clip brushes?
it's in dusk hd
On a secret
Would it be possible to add info_player_deathmatch entities as spawns so hldm maps work
is there a way to add billboard sprites at all?
like on the map, like an env_sprite in half life
those should already exist
the game searches for info_player_start, then info_player_deathmatch, then info_player_teamspawn, then info_landmark
and if none of those exist you spawn at 0,0,0
Thats weird because i loaded a dm map and it just killed me
was 0,0,0 inside a brush or something?
that map might have an info_player_start somewhere with a hurt trigger
speaking of bugs, last i checked explosive barrels are supposed to deal damage to you
brush explosive barrels or prop explosive barrels?
func_breakable is kinda half implemented there, it doesn't support explodemagnitude currently
Hmm, that's strange. Will look into it
Pretty much any resources related to Quake or Half-Life mapping will apply
There's also some guides on Steam
We'll do wiki documentation at a later date
(Fun little bonus: the SDK can load Source engine, Quake 2, Daikatana, Quake 3, etc, maps, if you want to experiment a bit. Just don't expect it to load materials and textures for them lol)
ah ok
(Find a BSP it can't load and you get a cookie)
Source engine? Can it do displacements?
A COOKIE!
Kingpin support? No? Im gonna get mad on steam forums
Nah it doesn't do displacements, I'm insane but not that insane
Kingpin maps should load
lmao
We'll be open sourcing all the SDK stuff eventually so I mean, I'd totally accept a pull request from a crazy person that supports displacements
but yea i think ima wait for a wiki and than get going
Any way to add the games music to the levels?
there's trigger_changemusic which takes a path to an audio file, and you can also set the music key on worldspawn to the same thing
So if your mod contains a music folder, and it has penis_music.wav inside it, you can set music to music/penis_music.wav
Does dusk have the sound file limitations that half life has
nope
damn you weren't lying, grabbed some bsps from csgo and it worked. everything was broken but the map loaded
.wav, .ogg and .flac are supported

Man that's fucking crazy lol
Will try it out with running with evil
my first thought was cs2 but damn you valve for moving to vpks
How do i add props into my level? or access the Dusk stuff since i have the textures but no clue where to access props and other stuff
cs2 doesn't use bsp anymore
dusk fgd in the pins
hey it would be cool to have hl2 entities become dusk entities since it supports source
I'll probably save that for when custom entities can be defined, then all of the game aliases won't be hardcoded
It'd be funny tho
Worked, thank you very much (and crew for providing the pin)
Could stalkers from hl2 become soap
I think that would be funny
from the Outdated DUSK SDK Guide
disclaimer: this guide sucks. join .gg/newblood, wait for SDK update which will likely ship with a better guide```
Is there already a better gide?
I'll make the advisors soap and then implement all of the entities necessary to play their scripted sequences
Good
Any plans for func_vehicle support?
I knew that would come up eventually 
I'll consider it for a future update, it's like the most requested entity
for memes or otherwise
Of course
if i cant make a shitty knockoff newblood kart inside dusk then whats even the point
I tried using the ping .fgd but there some things missing, or maybe I'm just doing something wrong
If i make a trigger_changelevel but not add another level to it will it end the level then kick the player back to the menu?
it probably should, but I think right now it'll put you on the escape screen (basically what happens when the game tries to load a level that doesn't exist)
I might add trigger_endgame or something later
add a point entity to end levels too
So you could do level ends with triggers
from stuff like buttons
You can actually do that already with trigger_changelevel
or, should be able to, it's implemented like a hybrid brush and point entity
so if you give it a targetname and trigger it with something else the level should end
Ah okay
@honest stag @half dust @crisp raven etc, new build is live
Loading a Quake 2 map into dusk, will the game accept .wal files or will they need converted? And where do they go?
no fullbrights, we'll come up with a way to expose that feature later
func_water is no longer solid
bosses should work now```
Quake 2 support is a bit preliminary right now, I don't think there's a way to get textures loading in general there yet (which is why it's not advertised)
wal is not supported
Ah okay thanks
Quake 2 is a bit of an annoying one because the BSP doesn't store texture sizes, so it's actually impossible to generate proper UVs for the level geometry without the texture files
Bosses you say
yeah as in, setting bossname on an entity
it wasn't making the boss health bar and shit appear
your map should no longer look as terrible at least lol
What level editors does dusk support?
It doesn't explicitly support any particular level editor, it just wants BSP files, so you can use any
Okay cool
TrenchBroom is what we recommend but you can use JACK, Hammer, Radiant, etc
Nah it's just something I have to implement
I could probably make a Quake 2 BSP -> BSP2 with BRUSHLIST converter at some point
Oh right, didn't realise it was you doing it lol
it just sends you back to the level again
I tested it
I guess that's better than the escape screen
will previously made custom maps work better on the sdk now? or about the same. Stuff like saving, loading, missing animations, enemies not being able to go thru doors, etc
better for sure, but not everything is fixed
most of the things you listed will be fixed in the coming weeks with the next iteration of the sdk
tldr we ran out of time so shipped you guys some updated features, but have many more almost ready in a completely different version
Still wondering
If you mean the raw PNG textures, that isn't supported in this build
In a future update there's going to be a material definition file for that
You have dummy textures in a WAD file, and the material definition file will remap those to the actual textures (with optional features like normal maps)
Ah okay. How can i get a wad file with the dusk textures?
There's a few community ones, dusk_transparent.wad is pinned in here I think
Ill check it out later
I have an Idea but its gonna take a lot of work...
Wait does jack have plans to add png file support or did i misunderstand this
To open the version of Dusk that works with mods it's just one of the launch options when you start the game
All mods are made with third party tools
Oh where can I get the tools?
Ah ok got it
Would it be possible to add more entities that become dusk entities and put it on
the workshop? Dusk wiki says that theres a entities.txt file that has th entities but im not sure where to find it and im not sure if thats the file that changes these entities to dusk ones
I wanna add support for hl mods like they hunger for example
entities.txt is purely for documentation, the game doesn't read it
in a future update that will be fully customizable though
you'll be able to define "remap" entities
I see, thanks
You CAN technically add remaps by modifying the DLL files, but you obviously can't ship that to the workshop
Oh yeah another question, do multi_managers work?
yup
I believe I made them work without limits too
so they can trigger as much stuff as you want
Good
If you target an enemy with a trigger what happens? Do they die?
uh nothing I think
Also would be nice to have trigger conditions on the enemies like half life does, for example "see player" "50% health" instead of just the condition being when they die
Yeah the plan is to eventually have all of the entity features of Half-Life
how do i make buttons animate?
the half life naming convention doesnt seem to work, and renaming it filename_0 and filename_1 like i see in the textures/objects folder doesn't work either
oh, for some reason my sky brushes are rendering black. but when i noclip outside my sky brushes, the skybox is visible. wtf
Animated textures aren't supported in this build due to some jank that needs to be cleaned up, a trick people tend to use is having the button move backwards and having another brush behind it that's lit up lmao
lol got it
vis works?!?
darn.
Is there currently any way to load sound replacer mods while playing Dusk HD? Specifically sound replacers for the player. Thanks!
Not currently, because this version of DUSK HD isn't based on the SDK, but in the coming updates you will be able to
Thanks for the heads up!
if angle -1 makes a door go into the ceiling, what's the angle for going into the floor? it's not positive 1 thats for sure lol
-2 iirc
You also have the option of using angles instead of angle for most entities, which will let you specify an explicit rotation
yup that did it lol, shoulda tested it before sending the message instead of the other way around lol
yeah angles is the default that pops up for me, but it doesn't seem to do anything for doors. so i add angle manually
The SDK supports angles for doors but perhaps the map compilers don't
And for it to work both the SDK and map compiler needs to support it, since doors are special
Oh well, no biggie
yeah lol
is there a way to change the secret sound and text?
or i guess alternitively, is there a way to make a secret trigger silently? so i can display my own text and play my own sound
Not currently, I'll make a note of that for the next hotfix
message is supposed to let you override the text but I don't think it works for trigger_secret right now
ok, implemented support for it
sound can be set to a sound path, message will let you override the text
i was bored and tried out the new workshop by uploading the test map i've been using for my custom engine
Cool
is there any way to place a billboarded sprite in my level (like env_sprite in half life), or am i gonna have to make shitty brushwork versions of the sprites i need to use lol
You should be able to use fence brushes, which are a feature of ericw-tools
time 2 finish my duskmentium map 🙂
do saves work now?
Just a lil hotfix yeah
What's been fixed
NEW AND OLD UPDATE PATCH (11/7/21) Single Player Mac and Linux now have The New and Old Update Fixed issues with input fields on controller Fixed issue with unchecking 1x weapon when 2x weapons were active in loadout screen Fixed issue with resolution selection scrolling Fixed issue with switching inputs in loadout screen Fixed ancient issue wit...
Ty
For the first time in years i actually have take a bit and read up in this channel
We won bros
Comment on tomb terror
The first thing that comes to mind is they used saves
and that reset the button counter
But idk for sure
I did test my map and everything worked
It could be saves, it's still the old buggy save system atm
The new PNG chunk system wasn't implemented in this build
Bit of a shame because it'd be funny to see people post screenshots on Discord that are actually save files
Yeah, I'm still not sure what to do about this because if you convert them to clip brushes you can't project sunlight but you can see the skybox.
Gonna start outlining a new map concept today now that im nkt sleep deprived
Gon be making it with the BIG sdk in mind
All the fancy shit im so excited
Time to finish Nuketown
uh
were can I see all the changes made to map making?
in the patch note
what texture are you using for your sky currently
like the sky brushes
the sky brushes specifically?
not the dusk sky cube?
sky brushes are the things you use to cast sunlight
btw this is my first time loading the map in awhile
havent made any changes since before the update
i think what's happened is that now that quake paralax skies are properly supported we're having skies that arent using that stuff break
note that parallax skies have requirements
it needs to be a rectangular texture containing the two layers on the left and right
and the width/height of the texture needs to be a power of two iirc
oh wow really? that makes total sense then
in og quake there is actually only one allowed size for sky textures afaik but I removed that limitation for the sdk
oh nevermind
i forgot i made them button operated
not key operated
what 4 years does to a man
try reseting the sky texture size
select the brushes and click this arrow in the "face" tab
@void crescent
OH THAT'S WHY THE SKY IN INSOMNIA IS BROKEN
OHHHHHHHHHHHH
I dont have that button?
screenshot
is that a more recent version of TB or smthing
this is an ancient feature
ah you have the newer version compared to me
ackusally the other arrow is rotate 90degress
it's one of the xes
try the left most one
you can also hold your mouse on it
to see what it does
what was wad it
post a screenie of your texture collections
unless you made some custom one i bet i can get you the needed ones
What if I don't want to do Quake skyboxes but still want sunlight?
well
you can set up the dusk skybox
if you have it set up then the sky brushes shouldnt be visible yet cast sunlight anyway
i think
one of my maps has sunlight set up through sky brushes with the quake tex but they're invisible
How can i update mods on the workshop?
i tried making a mod for the rat sounds but it doesnt work
Whats wrong here?
heres the map if someone wants to finish it
i might in the future (xmas holidays)
pretty demotivated since I lost one of my bigger wads
not doabile yet
you'll have to take it down and upload
im not sure but previously alert sounds were busted
lemme check the patch notes
ah shit i actually dont know where they are
i found them!
does seem like alert sounds were fixed
gon have to wait a bit i imagine
I am awake now and will get to work on getting you guys a feature for patching
I had to make that thing with extremely little spare time and barely tested it so it's very bare bones
Hence it being so ugly too lol
you mean beautiful
wait where is the new SKD download?
there is no download, it's an update
to the old one?
yes
Still unsure which problems with my maps are because I need to make adjustments in the editor and which are just bugs 🤔
@DearDevelopersOfHitShooterGameDUSK do we have an ETA for Dusk HD SDK?
soon
yeah its going to take a bit of back and forth to figure it all out
here's to another year of waiting for SDK 🍷
we won
you can find your mod's id on the page
or you can write it down when you initially upload it
OMG STEEL RESERVE 40OZ
the console output will tell you the mods id
fun fact, the first public showing of dusk switch at a trade show, i hid him in the demo map
hahahahha oh my god
if players rivet jumped over the treeline they could see him
ok
thats live
you now have patching for your mods
sorry about the delay on that
thanks for updating counter strike
i knew it would be a problem as i was writing the application
i just had zero time for it
better late than never eh
we finished all our work two (2) minutes before our deadline lol
anyways please make sure the dusk modders know they can patch now
aye i'll tell everyone who i can reach
in the future, i will probably allow you to save project files for your mods
so you dont have to fill out the fields every time
together we will build a better world
helllll freakin yea
if you guys have feature requests too, make them known
i also encourage creators to use the steam tools to pretty up their pages
adding author profiles, videos, images, descriptions etc
oh that's actually a good idea
it seems like most people are sticking to the single preview image which is a shame
ah i introduced a bug, one moment, will fix
im gonna make it more explicit
ok fixed
ayyyy
time to post some screenies
Damn that mod looks like a banger
yeah im such a good mapper
ive never actually made a full effort dusk mod map
only stuff for development and testing
ill probably do one when we finish some more features
Yeah make Rift 2
whatcha no bout that...
rift was so terrible and almost literally killed me
🤨
i had to make that in the space of like 5 hours after having been up for about 60 hours
i ended up blacking out in my bathtub because i thought i was going to die
It IS finished
that map was supposed to be way way different lol
each of the portal zones was supposed to have a central interactive feature in order to get the key to that area
like puzzle you had to accomplish
Woah
uploaded screenshots to tomb terror
probbly tonz..
Will the full sdk have those grapple ball things in that one duskworld map?
theyre already in
can you change it via steam after the upload?
i didnt actually try that
can we expect the full sdk for next year?
we can expect it 
considering they said "a few weeks"...
yes i would say its likely you will get the new version sometime after the new year
if not january, then definitely february i think is safe to say
february 30th let's go
really this extension is to give zombie some time to rest
No we can't, or else i will die
the pace he needed to work at to meet the original date was not sustainable
so we elected to take the half step instead
ill take full responsibility for that, it was my plan
i mean, we got dusk hd
but i care more about sustainable practice than reckless abandon
Zombie deserves a whole castle at the end of this
my real question is, will the next update of the sdk support half life/quake enemies/npcs?
or the train itself?
i guess not
potentially yes
but it should be able to be programmed into it
it's not a simple task
and source engine maps will be fully supported?
given that you will be able to define entity overrides yourself, i believe you could define the quake and hl entities
no source engine maps will not be fully supported
unfortunate
the sdk WILL be open sourced however, so if someone wants to add support
we will merge the changes
source is a massive elevation in scope compared to goldsrc
be the change you want to see in the world i guess. Seems good enough
those were all my doubts, thanks for answering them
Hey! Ive looked around the server and saw that the SDK isnt coming to Mac due to Apple Silicon, and Im wondering if you could follow up on that?
Afaik, it only really needs to run in x64/rosetta since steam cant yet run arm64 runs by itself
yeah, but couldnt you just upload an intel build?
Thats what we are doing for another game (Intruder), the mapmaker and online stuff is only x64 while the game is compiled to both architectures
Id love to be able to mod Dusk (and obvsly play Dusk HD), so it be great if that could be done. In the meantime, ill try it on Wine ig
compare this to bsp 30 (used in goldsrc)
oh shit ur a guy on intruder? nice
yeah we'd love to support it, its just something we're not confident in because we dont even have mac hardware to validate against
the best i have is a 2011 mac mini
Yeah I completely understand. In Intruder there is a beta channel where people try out Mac and Proton compatible builds
Just an idea 😅. I do love what you are doing!
i can say we'll do our best to give it a shot, but i cannot make a promise about it
And as a sidenote, Ive messed around loading Doom maps and messing with doom's bsp. So I LOVE that you guys managed to get HL and Quake maps in the game 🔥
i believe we originally were going to load doom maps?
i forget
@ancient depot would remember lol
i vaguely recall years ago him messing around loading doom wads
was a fun project. I love that engine
