#dusk-modding
1 messages Β· Page 9 of 1
Nice
also quake water just visually looks way nicer so this is a double win
how did changing the texture fix it though
func_water is basically a func_door treated by water so yeah it'll inherit the door linking feature
it... probably shouldn't, I need to check if Half-Life does that
im having fun designing little arenas
good stuff, cant wait to try it out
my current struggle is just trying to find places to put weapons
currently i just have an assault rifle with some ammo outside of the first room with enemies and a super shotgun hidden in a secret
other than that i dont really have an idea on what to give the player
the best way is to just play your map
can you consistently clear a room and have leftover ammo? do you struggle and have to resort to throwing shit/melee?
etc etc
just make the map good enough for you, and ideally give it to your friends nad watch them play
adjust accordingly
oh yeah thats what i did with that test one i sent you yesterday
i gave it to my buddy who introduced me to dusk
good criticism since he has like 90 hours so im kinda adapting most of what he told me into this map
it was mainly just texture variety and more obvious weapon placements and less of a maze like feel
always keep in mind that people play differently
what may be good for a 100 hour player may bee too tough for a newbie
figured
it's better to give more than enough ammo than way less than enough
people rarely complain about excess, but lack of resources is felt hard
in maps
at least imo
i wanna try and find that sweet spot for ammo so its possible they run out and have to just
but not all the time
so when it happens its actually kinda fun because it happened to me way too much on my first playthrough of dusk lol
maybe i was just bad
cooking
a new cook in the kitchen.....
just wrapped up my level (i think) and this is a funny coincidence
Don't worry about the numbers. If it feels right then it's right
None if my levels have 50+ enemies iirc, while sone never go below 100
It just depends on your own style
post the workshop link when ur done
gotta add music then its joever
i'll hit my head against a wall enough times until i figure it out
wait i think i got it i just need to find where dusk stores its music

i'll probably branch out a little more and be more creative but im pretty happy with how this came out
will play in a bit
awesome
its chil
Just finished the map - that was fun! Well made especially for a first timer
I only wish it was a bit brighter in places
Also small technical issue - the map is not sealed, and thus the compile time was likely longer than it should have been for you
no effect on the gameplay though
How do you get access to the SDK or am I just dumb?
e
f
How come the SDK version of DUSK doesn't have jump strafing?
except it does?
no idea what you're on about
it does
i fucking hate my classmate victor nordlander
I looked in feel settings and Autohop was not there.
I had to spam my spacebar.
i like cheese
The SDK version of Dusk is based on an older build of the game
If you ask me the main menu in the base game needs a shortcut to "Dusk - Moddable" like how there is for Duskworld
is there a more updated setup guide for starting modding or this this: https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941 link the most recent
no thats the most recent one
if you need help with anything in it you can just ask here but it worked for me
Can anybody explain to me how I mount goldsource games with dusk
There's nothing to do really, the game will automatically add them to the list of mods you can enable if you have them installed via Steam
So ive been trying to play some dusk mods i found on mods.com (was told it was reliable), i take the zip file and i extract it and put it in the local area in my dusk game folder. i go on the moddable version of dusk and activate the mod only to not get any results. I have had some results in the past but i cant seem to recreate it. id like to know how i could perform this the correct way. thank you.
Cool! thanks.
thx
lmk if it works
wait you talking about the position or how the mod should be shaped like?
if you're just extracting a mod fro mod.io, most of them only need their mod folder placed in dusk -> SDK -> mnt -> local
and then enabled through the main menu in the modding section
do i delete the zip file when its extracted?
if you dont want it anymore, sure
doesnt seem to work
can you show the contents of your local folder?
can you show what's inside, let's say, shadow of strelok?
there's your problem
dusk looks in shadow_of_strelok.1 for the "maps" folder and doesnt find it
put the internal Shadow of Strelok folder in local
ah thx man
same goes for the rest of the mods
Do I need Quake to make a map for Dusk?
Nope
lovely dusk
Ello lads! I want to make a game for dusk, Although I hear I need quake because TrenchBoom requires quakes files :C
Any way to get around this for making maps?
You dont need quake
Ah thanks!
Did you install it at all?
?
oh are you talking about quake or TrenchBoom
?
Because I heard to make maps for dusk I had to use TrenchBoom
so I have TrenchBoom installed although the current tutorial relies on quake, do you maybe have a tutorial that doesn't rely on it?
same question
? π€
read all the pinned messages in this channel
Oh thank you!
still cant get sunlight figured out lolol
I'm sure this has already been asked, but how to I add Quake maps onto dusk moddable?
There are loads of tricks to make terrain, such as making a plane and deforming it by adding loads of vertices. Alot of that stuff causes leaks and it takes forever to compile, but looks cool. Some cool stuff can be made even with "basic" shapes
Great example here.
And 2 nightmare examples made by me
How are you trying to set it up
@honest stag im following this
it mostly works but the lighting ends up looking pretty weird and theres a big ass cube in the sky
im gonna need to see how you set it up
can you send me your .map or just screenshot everything related to how you made it
after it didnt work i just deleted it and set light to 250 so i could do it later lmao
i'll try and set it up again in a min
got it working but the big cube in the sky is still an issue
oh yeah for sure
I'm just starting out, is there an easier way of coverting my map to bsp and lighting it than having to manually drag my map file onto the executable as laid out using this guide https://www.reddit.com/r/Dusk_The_Game/comments/f33t7u/how_to_make_maps_for_dusk/
The page it links to as better documentation just doesn't load for me
there is a compiling GUI
if you take a look at this video it should explain it
IMPORTANT: Trenchbroom has had some user interface changes since this video was published. Please refer to the use manual if you can't find something mentioned.
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youβre a total newb or returning to mapping after a long time away this is the tutorial youβr...
timestamped
he links the GUI in the description
tyty
Yeah, you need Quake 6
why would anybody suggest doing the whole compile process manually in the first place lol
Idk. I'm a weirdo and I used to compile manually as well. I hated the compiling GUI. I've matured in recent years
Plenty of people do it for some reason
not sure if this is a compliment or a roast but I'll take it
That was an example of "tricks" with terrain. It's a compliment. The shit I do is "basic shapes". Frankly, I have no clue how you do the crazy stuff you do.
Are the level bounds the same as Quake or does dusk have custom bounds
Ah cool so I'm not gonna crash the engine if I attempt to make a large map
very nice
yea
does anyone know how to get enemies to leave a room after a door is opened? I originally had enemies spawn in the room from the start, but when I'd open the door to the room the would just stay in there and not follow me out - thought it was probably a nav mesh thing and enemies still think the door is there even when it's opened? Also tried teleporting them in after the door has been opened but still had the same problem... anyone got any solutions? :/
here's a video i took for an example: https://youtu.be/NS2rqsvV4Ik
there is a workaround
it's funky
gimme a sec
basically what you do is you put your door in a position where it would be open, and then close it with a trigger at the start of the map
so the navmesh generates while the door is open, but you close the door right when the map starts
the enemies will still treat it as an object they can't pass through when it's closed, but will be able to walk through freely when it's open
@ionic stream
right ok, I'll do that. thank you π
but i'd honestly wait for the upcoming sdk update before havingt to go through that whole bs lmao
it's supposed to be not too far off
I've been creating a level for a uni submission and it's due in like 3 weeks, I'm just adding finishing touches now, so I might just have to use that workaround for the moment and then change it went the full thing releases later lol
thanks lol
https://mod.io/g/dusk/m/dont-download2 New dont download just dropped π₯
MORE LETHAL COMPANY MODS!!
π₯΄
wtf even lol
Funniest fuckin thing
dusk modding has peaked
How the fuck do people even think of doing this
And not like google drive ir something
I forgot about that lmao
ok downloading it rn
is there a mod to make endless mode in dusk completely random spawns
I've changed my skybox to the dusk stars one, is there any way of adjusting the texture so that it doesn't look blown up and low res?
As far as I'm aware, you can't mod endless mode mechanics, nor create any endless mode maps yet.
Aw rip no worries, thank you for the reply
How do I get the in-game models for my entities to show in editor?
I've got the fgd file setup but I've probably gone wrong somewhere with where it's actually supposed to be placed
I must speak in every channel
Can you provide a bit more detail
What's it look like for you?
is it just empty bounding boxes?
Yeah in my entity browser it has all the dusk entities but they're using the quake models still, and all my objects are bounding boxes that show up as white cubes when placed
are textures showing up correctly when you add .wads?
textures are all fine
are you sure you installed all the files from the zip then? including the .pak
I'll quickly go through and redo the process to see if I missed a step
also make sure your game path is set up correctly
like if for example you set up your game path such as this, then DuskMapping must have the id1 folder that contains the .pak file
Fixed the issue ty ty
perfect
CyberFunk
Larger maps currently dont perform too well
Best you can do is try to turn on the low spec mode
derailed is a decently large map with a lot of enemies yeah
generally the more enemies there are the laggier it is
i see
yea dusk modding isnt that perfect
ah shit, here we go again
ngl i wish that soon custom enemies are possible
tho i like the maps that were made
i am currently playing on american nightmare
custom enemies is being worked on yeah
it's part of a bigger update with support for custom particle effects and weapons
noice

@honest stag idk if you have played it
ive played every single dusk map publically released hahah
it's a great one, big achievement
and how is american nightmare in your opinion?
the first and only (so far) actual campaign
its great, but not without small problems here and there
like difficulty

it's a huge set of maps though, can't complain
tbh most small problems is that it is easy to go out of bounds
and i constantly manage to get myself stuck
yea those can be easy to miss when workin on such a huge volume of content i imagine
i didnt encounter anything like that on my playthrough tho, you should tell the author about the bugs you found
tbh its mostly be being super speedy and trying to find secrets
if you're looking for some really good maps you should check out shadow of strelok
Nah the out of bounds stuff only started with the latest SDK update :(
really?
Yeah
oof
the 2nd map needs quite some fixing
cause uhm
either i am a lil stupid
or why did enemies appear inside the floor
Yeah I know. But idk if it's a glitch with the game or something I need to fix in editor
Same with the sky being pure black
π€·
I cry
wait it isnt meant to be pure black?
hey you should try setting the skies to the quake skybox texture
that should make it work
at least i think
also theres a lil problem with the enemies
where enemies dont have
"pain states"
like if i shoot an enemy i expect them to have a pain state where they dont shoot
ok uh m
uhm
a level
is fully broken
hehe no ποΈ
Would it also transfer the quake texture into the game? I dont know how the new system for skies works
Which one?
It should remove the quake sky as long as you have your own slybox set up
And your map is sealed i think
π
I didn't really expect anyone to play the map I made in a week for my university module so thanks π
oh i was actually trying to but wasnt able to find it in my mod folders
like as if i subbed but it didnt download or something
what's the mod folder name?
I just uploaded my first ever level if anyone wanted to give it a try? Any feedback is greatly appreciated π https://steamcommunity.com/sharedfiles/filedetails/?id=3167184452
awesome π π
would you like me to record it with feedback?
yeaa ok
Alright
listen
i have played literally every single dusk map there is
and this is my favourite one
fr??
holy shit thank you that means so much
i didnt record any game audio for the first few minutes but i'll upload the gameplay in a minute
I'll type out my feedback while it uploads
awesome thank you π
Ok so, let's start with everything positive (there is a lot)
The atmosphere of the entire map is insanely cool. From the first apartment complex with small secret rooms and various little bits and pieces of cool scenes are a joy to see in every map, and this one has plenty of it
All the encounters are well balanced and never feel too easy or too hard, ammo is just plentiful enough to keep you choosing a weapon for the next fight without having to resort to melee all the time.
I found 9/12 secrets, and every single one was fun to discover and actually had valuable thigns inside.
I never got lost of confused on where i need to go, and yet there were always tons of places to explore off the path to the objective - and every single one of these "side quests" felt meaningful and actively added to the coolness of the map
That mortar secret was so awesome to discover, simple but effective
I really have nothing but positive things to say about every area of the map, my favourite is the little prison section
My only word of advice
get rid of the dusk lamps lmao
the desk lamp things
they are dynamic light sources are absolutely KILL the performance
i had to go around destroying them at some point for an fps boost
unlisted
Also one question, what did you use to make this map? I assume it wasnt trenchbroom due to the abundance of rotating doors
JACK/hammer?
No I used trenchbroom lol, the rotating doors were the probably the most annoying thing I had to setup when I first started. I'd never used anything like this before, so I ended up finding a post online somewhere about func_door_rotating and how it has to rotate around an origin point, and from there I ended up getting them working
did you also do the curves in the sewer by hand?
yea I loved setting up the prison part, got inspirations from resident evil 2 there
yea I used dumptruck_ds's tutorial on advanced curves to get a start, and then some parts I changed by hand - like parts where it opens up into the large boss room
i see, that makes sense
i just never saw anyone bother with the rotating doors too much based purely on how annoying they are to set up
ohhhh I didn't realise they caused so much performance loss π yea I'll take those out when I get a chance and update the mod
They work wonders though
yea no I can imagine why, I was just determined to get them in there lol. The only thing that annoys me a bit is that they have that collision that hits you when they open, unlike in the main game where you pass through the door when it opens - that feels much nicer to me
Hope you stick around the mapping community and make more cool stuff like this
Would love to play it
Tysm. Yea I have a 'full campaign' in mind that I'd love to get around to developing once I finish uni and have more time on my hands. I was going to have a full sewer level planned after this, which is what the exit would lead into. I ended up cutting it for my uni submission, but the sewer area in this level was a small section that would've been in that second level
I see, that's really cool
This was a university submission?
Like game design degree stuff?
Yeaaa
that's awesome
I'm currently writing up a 'making of' book for it too, it's like 90 pages π π
ok so the 3 secrets you missed were:
||1. There's an open vent in the right toilets in the train station that leads into the waiting room with the pistol||
||2. There's a button under the roof of the pavilion in the park that leads into the catacombs - I loved making that section||
||3. There's a 'panic room' in the chief's office upstairs in the police station||
im gonna go check that second one rn
π
haha thanks π
that looks awesome
Thanky
where do I put my Quake 1 PAK files to make Dusk Moddable be able to load them?
you can load the maps in the .bsp format tho
ye
then you gotta go to
dusk -> SDK -> mnt -> local
make a mod folder, let's say "Quake"
then inside that folder make a "maps" folder, and put your bsps into it
alright, thanks
then enable the mod in the modding tab and select "campaign - custom level"
got it working! might I ask if it's possible to load the soundtrack too?
not sure about that part
For doing a map that is a large outdoor area, is it bad practice to just set the skybox to a different texture and let the map leak or should I actually be going through and manually adding skyboxes for each section
it's better if you add skyboxes, yes
Aite
a sealed map is always better than an unsealed one
so if I was to update the mod and wanted to push it out on the existing page on the workshop, do I just need to add the mod directory and existing mod ID through the workshop uploader and then submit?
do I leave the preview image, title, description (etc) boxes empty? will it overwrite what I've already got up on the workshop page?
you can just leave everything as is and click the submit button again yea
oh sorry im stupid, the patch button is the thing you need
that's the exact purpose of it
ahhh ok
cool cool, I did wonder if that was what it did lol
one last thing, do I just put the ID number in, or do I need the ?id= at the start?
oh not sure, i think it's just the number
ive only updated a mod once a while back
been just waiting for the Big Sdk Update the drop since
yea fairs
I've tried a few different things but it's saying I still need a mod title and stuff, I guess I'll just see if it actually updates it or makes a new page lol
Well what if you want to update your mod title
it's for that iirc
so you need to re input
ahh right ok
ah yea ok I got it working, thank you
at first I put the ?id= in front and that didn't work, but just putting the ID number itself in got it working π
What exactly is the problem? If it's teleporters not working that is a known issue with the game. The only fix is to reload the level 
reload?
really?
i mean i basically noclip trough the level
Yeah teleporters are extremely cursed. Actually they might be broken in a new way since the update dropped...
whatafuck
Looking back, I probably shouldn't have used any teleporters knowing how jank they are
yea
Hey, quick question before I even start... Is it possible to make custom maps for the Endless mode, or maps that behave like an Endless map? Seems like a weird thing to not be possible to do in this game
Ohh, nice!
I thought there were no more updates coming to the tools, that's good to hear
is there any way to change/add entity translations/definitions for BSP maps? It would be cool to get stuff like the Quake mission packs or some Half Life mods working like AoM:DC
@toxic charm yo would anyone know where i can get the dusk models?
Oh! Tysm!
I have the SDK update downloaded (the newest one) but how do i access it? i have the SDK all set up using the files from the pinned messages but not sure if those files are outdated or something
So by that i mean my trenchbroom isn't getting the newest updates
Not sure what you mean
trechnbroom and sdk are fully separate things
and you dont need the newest version
the SDK is just a verion of dusk that loads mods (like custom maps) that you have made somewhere else
for example, in trechnbroom, which is a separate piece of software
I'm meaning this, like i don't know how to make endless levels as my version doesn't got those commands
it won't have them - you have to add them yourself
also UPDATEPOGCHAMP
trechnbroom doesnt know that dusk exists, and i havent updated the fgd to have that entry
so you'll have to add it to worldspawn
one moment
click the + icon below to add a new property
then just rename the key to endless and set the value to 1
Okay done i'll test it out
Yep it works thank you
I was misunderstanding since this SDK works abit different to others lol
How do i put certain enemies into their own waves like wave 1, wave 2 etc?
Endless duskers are winning so hard rn
you can set first_wave and last_wave properties on an info_endless_node
hmmmm
yes 
endless mode is fun
i hope they add boss enemies tho
and custom enemies
bosses are already in
all base mapping features can be used for endless too
noice
it would be great to have bosses in endless mode
or something to spice it up
@crisp raven even your grapple thingy
Can i see a pic of it in Trenchbroom please?
Oooh now i understand, thank you!
Will the fgd eventually be released and updated with the game so we don't have to find the latest version on this server?
there should be an official one later down the line
Okay good π
I can't believe the updated SDK is out on the day I'm giving my presentation on level design
It would've been very handy while I was actually making the map lmao
it's only updated for endless and has a couple fixes
it's not the big update just yet
so your map wouldnt see much change
True, reading through it the most helpful stuff would be the music playlist
Looking forward to getting the hd asset pack
DAMN that's cool
I dont take credit for the grapple thing it's just an entity not many people have used. I didn't make it or anything
oh
ok
i never knew it was a entity
Lmao the update dropped literally the day after I asked this, goated timing
π₯³
Can technically be done now
dusk looks sick
is the sdk now functional?
Try DHD now ππ€«π
HEHEHEHEHE I WILL.....
Anyone here know how to get quake maps into "Dusk Moddable"? I have quake installed on the same drive
ayo??
How do I turn the textures folder in the SDK into a wad?
there is a ready made dusk texture wad in pins
there is also a makewad tool in pins if you want to add your own images as textures
Recreating Metro 2033 in Dusk?
no that's clearly from MW1
Actually it's inspired by Blood Harvest from Left 4 Dead π€
dusk 4 dead.. no freaking way
stupid baby question: how do I install the SDK for Dusk? I saw the lastest update from earlier this month and i wanna start working on levels but im not sure how to get it going
Read Pins
The SDK is in the Dusk file
also what Kaur said
if you have any kind of further questions feel free to ask them here
we're happy to help
gotcha, thanks a ton!
Hello! I have been wandering about the newest dusk update, that improves the Sdk, i think i may be missing something, as it states that a bunch of new entities and things have been added to it, however i cant seem to find them in trenchbroom, i think i need to redo the sdk process but ad new things(wads, an fgd, etc) to get the sdk update to work, however i chouldent find thoes anywhere and i am really confused. I have been trying to set up the Sdk a few times, and this year its gotten the closest to working but i cant figure out how to get the new and improved Sdk version/components so i really want an answer, thanks for reading
The FGD has not been updated with the new entities, you can just add them yourself to your map by placing any point entity and renaming it to one of the new ones
For example, place down info_null and rename it's classname to info_endless_node to start using that
and do i need to also ad the default properties?
You dont need to redo the process
thanks for the help!
You only need to add what the entities themselves will require for your purposes, like targetnames, first_wave/last_wave etc
the patch notes specify the new properties
thats great, another question if i may
how whould i make an enemy teleport in, when triggered
as there isnt a flag, entity, or anything to tell
you need to place the enemy in a room somewhere outside the map and have them inside a trigger_teleport
then simply set an info_teleport destination to where you want your monster to teleport to, link the teleport and the destination up via target/targetname
after that, just trigger the teleport in whichever way you want and the enemy will teleport in
that explains it a lot, reminds me of doom mapping and such, thanks again
Do note that two enemies teleporting to the same info_teleport_destination will result in a telefrag
also final one, i got the dusk transparent textures wad, and it seems to be rather incomplete and wierd, for example, fences makeing the floor become invisible, the transparent trees make a skybox texture that works but the sky wont chnage, its always the default one, just wierd stuff, i am wondering if there is a fixed wad, or other wads that might help/ are needed(as this one doesent have clip textures, trigger textures, invis ones, etc, witch i need)
to avoid the fences making holes in geometry, mark them as a func_detail_fence brush entity
Im not sure what you mean with the trees, provide a bit more context on that if you may
For various stuff like clip or trigger tex, you can have this wad with dev textures
one moment
Do note that you essnetially only really need the functionality of clip textures
things like triggers and transparency have to be done with brush entities
i mean the transparent tree texture(for the wad) makes it so that the black part becomes a sky texture but its a preset one
i think i may need to use brush entities to make transparent textures as the ones from the wad are wierd
i mean to remove the black parts
Can you screenshot? dm if you want, you dont have embed permissions yet
I will respond a bit later, in 20 mins or so
alright
back on my shit
wow u liked the last pic a lot. have another
Is there any newly updated FGD lists or do I need to make a new one manually?
the fgd has not been updated for the lastest couple of updates, no
the differences are minimal though
a few new entities and a couple changes
Yeah but I wanted to make an endless map.
The only new entities you'll need are the ones specified in the patch, so you can just rename whatever other entity you place in the map into those
and the properties of those are also specified in the patch notes
Alright sick than you for the information!
Right so I've gotten entities to spawn and respawn akin to endless mode.
But when a new round start they instantly respond and I'm not really sure how to randomize which entities spawn, any idea how to go about these?
Oh, they also spawn unaware of the player on the first wave.
do mods only work on the moddable version?
idk of a way to make waves delayed
and im pretty sure there's no easy way to randomize either
gonna have to set up enemies and pickups wave by wave
Oh dear thatβs inconvenient.
bruh who let this mf cook
ty garumin ily
oh my god it's you!
hell yeah
Let him cook dude
He's wrath`d up
one of the final visual pieces required for this map - just a few more bits and pieces, some more wave balance, some polish - and it's ready to go
the shadow is being cast by the big ass cathedral on the right
WHAT'S THAT UP THERE... A SECRET... IN MY ENDLESS MAP???
by the way the map Canyon i posted above
i tried that one, it was actually pretty damn fun
recommended if you like tf2 jump maps or bhop stuff
What's the most recent update on the sdk
The one from a week or two ago that added endless mode support
VRISKA making an ARENA MAP????
also some fixes here and there
Scripting/custom entities are probably not a thing yet are they
nope
damn, scripting would go so hard for parkour maps
nice mods everyone
gwiddy
goes really hard
thankyyyy
this one is extremely good
i've reviewed it somewhere above
small performance issues due to usage of dynamic lights(lamps) but as long as you keep destroying them while making it through the map it's fine
the map itself is SO worth it
fuck yes more urban environments
i am FEASTING on this as soon as i can
gobbling this shit up so hard duskbros. outright scarfing it down
n
GARUMIN IS FAMOUS
Based garumin
it's so hard to find reference images these days
so much ai
at least you can still KINDA get away by doing -ai in the search
Gameplay of a couple waves of my newest, very-close-to-release map called Graveyard
i intend to finish it today
At first you can manage fighting in the starting area, but you'll have to explore the map well to find yourself enough ammo, health, armor and guns for the coming tougher waves
the encounters should slowly push you out of this area and make you be on the move
a new weapon will spawn every wave
there's also secrets and ||at least one boss wave||
also yes, the wave counter goes from 2 to 4
sadly that's a downside of the way i set up my wave spawner interacting with the current sdk, but it still works as intended aside from the nubmer going up in incriments of 2 rather than 1
even this gameplay technically lacks some visuals btw, i intend to go pretty hard on the map today
lots of stuff i wanna do
I also need to write a huge description for the map with some stuff too, lots of work
yes...h
thx
it's getting latbut im cranking out the map as much as i can
dont think i can do it but it's SO close
so what's the deal you have to manually set the enemies for each wave?
BUT
the good news is
i'll just release the .map file once im done
and this already has a ton of this setup premade
i set up a bunch of stuff like this into individual templates that you can then shove into a multi_manager
and it looks like this
so on wave 2 you spawn two types of early enemies in their respective spawns where you placed them, same goes for a set of earlypickups and weapons
like shotgun shells and pistol ammo with the guns themselves
and a bit of hp and armor
yadda yadda you get the point
they're all sorted into their own little spaces here so it's less confusing
pickups and ammo on the left side, guns in the middle, enemies of diff types categorised on the right with a couple bosses below
all you need to do is slap down the enemies themselves and give them the targetnames that i specified in the templates
and all the rest of the shit like that
then trigger whatever you want each wave
DID U GET ALL THAT? GOOD IT'LL BE ON THE TEST
π±
I notice here the values are set to 0
Do the numbers matter at all?
that's the minimal delay i can give them in the multi_manager
ahhhhh
always set it to 0
also the waves in my setup go up in incriments of two instead of 1
that is intentional cuz it'd break otherwise
unfortunate bug but i imagine it'll get fixed - the system will still work
i think
if not it's an easy fix
This looks confusing π
ok so
you can technically do all of this properly and without my bullshit
the reason i do all this is that if you do it the "right" way you only get to spawn 16 types of entities at once a wave
and that's plenty but i want later waves to go HARD and spawn both a ton of picksuips and a ton of enemies
therefore i use multi_manager to get that up higher
you can have multiple info_endless_node triggers per wave
so if you duplicate the node and target another spawner, you get 16 more
welp that means my setup is irrelevant lmao but at least it's easily fixed
basically when a wave starts, it finds all info_endless_node entities that are valid for that wave
and triggers all of them
OHHHHH
that completely changes everything
i'll have to revamp my setup tomorrow that is so good to know
you can think of info_endless_node like an event "receiver"
it gets notified when a wave starts by getting triggered
and then it forwards that notification to its target
ohhhhhhhhhh
okay yea i'll have to trash the way i have it set up
but at least my templates will stil lbe useful
i'll just plop down several nodes instead of one per wave
so i dont have to rework all the templates
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
i find it fitting that making endless mode content requires copiously endless amounts of logic entities
fuck you mean error
oh it's on automated review
brΓΌther
there we fuckin go
finally
Enjoy! Read the description first before playing
are saves still fucked?
I don't recall them bring changed in any way
People did complain to me about saveloading and parts of the map breaking same as they did before the updates
Wtf
What wave did u get to lol
Uhhhh like 20
nice, what difficulty?
i assume ICTI?
just patched my map
changes:
-Fixed a gap in geometry
-Reduced ||the guardian's|| hp to 6500 from 17000
-Moved one of the secret buttons to an easier area
-Added a green light to the secret buttons to make them easier to find
uploadin
try with the current patch, they're much easier now
big green light
and the buttong that was really tricky has been moved
is any modding possible on the GOG version of dusk?
Rebuilt the old map
https://steamcommunity.com/sharedfiles/filedetails/?id=3130114957&searchtext=
It looks like an actual in-game level, I really like it
Very nice work as usual from Vriska πͺ¦
γQRT of Vriska (@Anetnenado):γ
'Just released my latest map for DUSK - this time, and Endless level! Make sure to read the description before playing. This one was really fun to make, proud of it https://steamcommunity.com/sharedfiles/filedetails/?id=3176066211&searchtext=
#dusk'
π 121 π 7
ayo
a shoutout from the man himself
Vriska doin the rounds
time to try dusk maping again
how far along did you get with your last map
i will try to go on with test.map
ok, do you need a reminder on how sunlight works?
i have a sun and a target
looks about right, and the light source has a _sun property, set to the value of 1
correct?
yes
problem is, i dont see anything that would actually cast sunlight in the screenshot
what you have set up is the direction of the sun, but there are no sky brushes to actually cast it
a sky brush is a brush that has a texture whose name starts with "sky"
for example
one moment
now, one thing to note
if you have changed the dusk skybox textures through this method right here, then it DOES NOT matter what the sky brush texture is, as long as the name of that texture starts with "sky"
because the sky brush will turn invisible, but still cast light onto the map
ah
there are technically no outside areas in .bsp, because all of them are just rooms where part of the walls and cellings are sky brushes
for example, one moment
this is an outside area
see the greenish texture? that's the sky texture im using
all of these brushes are sky brushes, and as long as you have a _sun, they will cast light
the direction and properties of that light are dictated by your light entitiey
like color and intensity
direction specifically matches the direction from your light entity to your other info_null
for exmaple
i think so
and in your screenshot, that red arrow also signifies the sun direction
now you need to set up your sky brushes and try again
try quake skies specifically, and make sure your map is sealed
here's a quake texture wad that has a sky texture
also, do not change the scale of the sky texture or anything like that
leave them as they are
ok
noooooooooooo
ok the sky works but there is no sun light i think and my tree objects don't exsist
they where alredy set to multi so i just set them to 1?
select all your sky brushes and press this button
alright
well yea but where are the shadows
there won't be a glowing object in the sky if that's what you mean, you'll just see the area covered by sky brushes light up as if a sun was shining
okay, is there anything to cast shadows?
the trees will not do it, they are dusk entities that are added AFTER your map has baked lighting
the compiler does not know that there's a tree there
ah so enteties don't add shadow
ah ok
try placing a pillar in the center of your map
or a cube, anything really
it should cast a shadow
abit unrelated to the shadow part but the trees are gone still
yea there's a bug where some dusk objects dont show up
which includes the trees with leaves
ah alright
cant do anything about it rn, just have to use other trees that do work
which are dead trees mostly
it works!
awesome, but you may see a small issue
no ambient light
the shadows are pitch black
we probably want to avoid that
the way to get around it is to use _sunlight2
you add it onto worldspawn, like this
worldspawn is when u have nothing selected
i usually set it to rouhgly 80% of my sun's light level
should it be like this?
WHOOPS
i realised it now
after checking again
@honest stag yea i made my game crash with wanting to restart the endless run-
@honest stag so i found a
hollowed heart
and all buttoms
those would be the two secrets, they do not respawn
once the buttons are pressed the coffin in the cathedral opens
ik
damn i am fast
dusk floating soil
better image
so
idk if i can ping symanski
about that enemies dont have a pain state
@honest stag yea its very hard with how janky the skd is
what difficulty did you choose
middle one
i think its harder cause
1 no pain state at all
2 instaspawn
3 jankyness
round 8 rn
ok died-
@honest stag id recommend putting the ammo packs instead of individual ammo
yes
why? i meticulously placed ammo all over the level so you have to constantly move around to get more
one backpack tops you off so much you dont have to worry about ammo for ages
kinda boring
for me it seemed to cause lag quite some
hmmm
sdk thing
use explosives to clear out corpses
i thought it was the ammo c
they are a bit of an issue
hmmm
i question what makes the sdk so different from dusk
like
why do enemies cause so much lag
out of nowhere
it's a tumor placed over an older version of the game
hmmm
that has not recieved it's big rewrite update yet
why isnt it possible with a newer one?
it's in development
so i need someone to do a sound replacement mod
for when the cultist enemies die, i need to replace that with the blood cultist death screams
THE GREATEST SHOW UNEARTHED
holy shit thank you so much
Alright, I'm trying to modify some stuff in Dusk, but I can't find Nyar's voice lines in the SDK
I'm trying to modify it so he says the goofy hentai line in the goodies folder
i kinda wanna learn how to make levels
why dont you
i also highly recommend watching the dumptruck_ds tutorial series on trenchbroom
where's the dusk_transparent.wad thing
how do i load my level, cuz i can only load graveyard
I suggest looking through the pins in this channel
i don't even know how to put textures in trenchbroom, i'm having an absolute freakout tryna put a shitty image as the floor
IMPORTANT: Trenchbroom has had some user interface changes since this video was published. Please refer to the use manual if you can't find something mentioned.
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youβre a total newb or returning to mapping after a long time away this is the tutorial youβr...
this video goes over all the basics
including applying textures to surfaces
whatever works in the video will still work now
note that certain things that can be done in quake can't be done in dusk
for example i think you cant trigger enemies with triggers, although that might've changed in a recent update
all i want is a visible floor
just a flat place to test my intelligence, i just wanna put a visible floor
Again, the video goes over all the basics.
I suggest going through most of the series if you find this to be fun or interesting
ok
i also suggest reading the steam guide again because it doesnt just abruptly end here
(although this also fucked me over when i first read it)
how do i change skybox
and how do i add music
you add it 
note: the music was a youtube video playing in the background
nice!
now i gotta legitamely add music
theres an explanation on how to do it floating around somewhere in this chat
wish i knew myself
you just need music files in the same folder as the mod level, then a trigger_changemusic brush entity with a music key's value set as the path to the music file relative to the root of the mod folder
(so say you have music stored in a music folder right at the top level of the mod folder; then it'd just be music/music_name.mp3)
music can be MP3, OGG or FLAC format iirc
the setup is smth like this for a brush trigger
(targetname is only set here because in my level i had it targeted by a button instead of being a trigger volume that the player can pass through to activate it)
and on worldspawn you can have that same music key-value set up just like a trigger and the music will play immediately when the level loads
Thank you!
Will use that tmrw
So is it on uhh
The maps folder?
Sorry i need it to be a bit more specific, that's all
Oke
Got one more question
How do I make functional doors
that's also in the tutorial
keep watching
brush entities
Okay
why does my version of trenchbroom not have that
the changemusic thing
The changemusic stuff
Just add it yourself
Rename a point entity to that
Add the rest of the relevant properties
Should be good to go
yeah it's fine if it doesnt show up
you'd just need an entity definition (FGD) for the properties to appear
i think there's one in the pins
this?
good news: i got a skybox working
bad news: i still don't know what i'm doing
i tried everything i could think of, and no music
made it an ogg, made a trigger, everything on my mind, nothing
FINALLY
IT WORKS!!!!!
what's the sound of the garage gate, i want a sound of a creaking metal gate, from the game
I've learned a whole lot I ain't gonna lie
Good work
hopefully dusk modding is easy enough

Plan to do modding without knowing anything at all
what kind of modding
No programming no 3d software and more
Plan to do custom levels
if skd goes into further development then custom enemies and weapons
to fit for a thing i write rn which is inspired by dusk
what assets exist already?
well what objects exist rn?
everything?
noice
will you help me out cause idk what to do even with anything
start by reading the pins and the guide there
thank you
imma hope i have more motivation for it
motivation is fake, discipline gets you somewhere
in the guide it says to insert a wad file for textures yet the attachment is no longer available how would i insert dusk textures into tb?
there is a .wad in pins
tysm
why hasnt my textures appeared in tb when ive put the wad in the wad folder?
you need to actually add the wad inside of trenchbroom
watch the tutorials
IMPORTANT: Trenchbroom has had some user interface changes since this video was published. Please refer to the use manual if you can't find something mentioned.
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youβre a total newb or returning to mapping after a long time away this is the tutorial youβr...
p. much the full series
ty!
made my first crap map actually so cool onto my next lmao ty for help
how do i change door sound
imagine if someone modded the entirety of ULTRAKILL into dusk lmao
how do i make the blood texture not make the floor invis??
make it a func_detail_fence
???
yea but for some reason, it happens at its own pace
