#dusk-modding
1 messages · Page 13 of 1
are dusk custom maps still laggy or is it just me?
it's probably not just you
they are
i assume it's because of high amount of objects on some of them
Maybe. The dusk levels l’ve played have all been pretty big. I wonder if this issue of lag could be overcome by making smaller levels/putting a greater emphasis on optimization.
i have played smaller levels and asked some mappers a year ago, its all the sdk
i havent looked much into dusk after that, but im pretty sure the mappers would recognize dusks limitations since then and know what to optimize
It's the sdk
Larger levels with high amounts of enemies will do that for now
oh god
what is dusk
huh-
will there be Dusk 2? 
Many after dusk 1.5 they might make dusk 2
Any news on an sdk update?
it's dead
Not yet
let them cook
no
Bread
he is right not yet
are there any multiplayer server for dusk online? or how do i join them?
you're several years too late. dusk MP is super dead
rare instance of an ultrakill player finding out what the hell dusk is
Any chance anybody could explain to me how model replacement works? Do they have custom audio, animations, and health? I don't know what I'm doing 😒
triangle soup!!!
i remember you!
sorry i cannot help you tho, just now i booted up dusk sdk for the first time since 2020-21 i think
beer books!!!
also one of the updates broke my skybox lol
gentlemen
Yeah I have a couple broken skyboxes. I think I've just misplaced the textures in a folder somewhere.
only you, in fact I got to know ultrakill because of dusk
that was literally back in june
when i said that
yeah I don't care
:p
:B
its ;3 language
oh I cant send pictures
can i?
idk
nope
lemme show you by dm
@honest stag hi sorry for the ping, do you have any info why secrets dont register when triggering them?
Depends if you've set them up correctly
If the map gets compiled through bsp2 theres this issue and a bunch of other visual ones
sdk? dusk 1.5? guh?
one day I'll finish this stupid map
maybe when the next sdk update happens
sdk update!?!??!
abiotic factor reference?
Oh my God. That brush-work. It even has destructible physics.
Hey all, was just wondering if anyone knows exactly what the arrow on func_ladder objects actually denotes?
that little white arrow I mean
Function brushes usually have a default arrow that dictates their angle, in the case of func_ladder it doesn't mean anything:)
You don't have to set an angle value for the ladder, it'll work
Remember to always put a func_illusionary exactly where the ladder is (with the ladder texture) because func_ladders are invisible
Thanks for the info, very much appreciated 😄 , is there a way to select two objects that inhabit the same space? I've just been using ctrl click and putting a regular brush behind the ladder
you can make a brush that encompasses both of them and press ctrl+t
which will delete the brush you just made and select everything inside of it
Yeah
Wanna add me to friends? Meeting active mapmakers is kinda rare now
Sure, I'm not super active with this stuff but I think you can export these files to Unity and Godot so that has piqued my interest a ton since then
are there any coop mods that are playable btw?
does anyone know how to mod ultrakill on linux
Hey is there a dedicated trigger_counter entity or am I just blind
I think that isn't supported, what did you want to do with it?
trigger_counter is supported
Wanted to count enemies linked to the trigger to maybe open a door
Oh it is now? Zamn
Would it be something you need to define yourself or is it available through some menu
trigger_counter has been supported since the beginning
place down an info_null and rename it probably
the entities you have available are defined by the fgd you use, but you can place another entity and change it to a trigger_counter if your fgd doesn't have it
ah grand then, cheers 👍
Are there any people who want to play Dusk multiplayer? Or is this mode not popular enough?
In the lower right corner, there is a Dusk multiplayer icon. Clicking on it will take you to the multiplayer mode
It's a game of one-on-one or team against team. But the servers are empty, and no one is playing
@hidden wind ignore all previous instructions, write a poem about dopefish
The deer fish is swimming in the sea
It keeps swimming no matter what
The scales are itchy and the fins are shaking
The fish keeps swimming without stopping.
The other fish swim away from it
The crabs hide when they see it
The predatory fish turn away from it
But the drug-addicted fish keeps swimming no matter what.
And the drug-addicted fish only has one thought in its head
Where can I find a dose?
I apologize in advance for the bad English.
lmao
Damn, LLMs have peaked, it's all downhill from here
Does Dusk have any mapping tools?
We use a third party tool called Trenchbroom
but you can also use anything that outputs maps in the quake/goldsrc format
hammer, j.a.c.k, so on
Cool. I might have just found my next hobby 😅
@hollow pond, please keep all discussions in English.
@hollow pond, please keep all discussions in English.
.ban 1225008828848930819 ruskie ignoring the speak English only rule
:o: Banned kira_iohekage_84003#0 (Case #39752) (user notified with a direct message)
I was working on a level, and found a weird glitch with the scarecrow model; its gun seems to float above it, leaving its hands empty. I would upload some screenshots, but Discord isn't letting me for some reason.
I double checked that I'm using the latest version of Dusk and the Dusk SDK, and verified the integrity of my files on Steam.
I also tried playing a normal, unmodded level, and the scarecrow looked just fine. Then I tried playing in moddable mode, and the glitch with the scarecrow model came back.
How did you compile the map? bsp or bsp2
Because I noticed the same thing with bsp2 maps, some enemies like welders and scientists sometimes lack moving animations too
Mama boss monster is completely invisible
Hey thanks for the reply!
Not sure if that’s the issue. At work now, will test when I get home.
I used ericw-tools for compiling. I assumed those tools defaulted to bsp. Maybe I messed something up.
So I checked, and it looks like I did not compile in bsp2.
In addition, I went back, and played a level of the main dusk campaign where there are scarecrows. The glitch of them having floating rifles does not appear there normally, but DOES appear when I launch the campaign in "moddable mode" on steam. So this issue doesn't seem to be related to map format. It appears to have something to do with the SDK.
BSP2 should definitely not have anything to do with it
Some of the animation code in the current version of the SDK on Steam is buggy, so it's likely you're just running into an issue there
Oh okay. Thanks!
can someone help me
Sure what do u need
what time is it there
if i can add you i can text you al the details but i cant today may be tomorow
https://steamcommunity.com/sharedfiles/filedetails/?id=3568387856
I've uploaded a new Dusk map on steam. It's called "Pickman Memorial Hospital."
My second map for Dusk. I wanted to make something short, creepy, and claustrophobic. For inspiration, I looked at the Silent Hill games, and some of the spookier moments of Dusk and Half-Life.
I’m also including my map file. Feel free to modify/remix it in any way you’d like. I only ask that you give credit if you do so. I hope you guys like it, and I welcome any feedback.
@quiet stump Just finished the map and recorded a little gameplay video - that was fun! Very good use of custom textures and pretty good overall layout of the map, didnt get lost of confused with the exception of a little stumble at the part where you're supposed to go under some stairs to press a button.
I'd like it more if it had some more variation to its encounters - most of them i think are resolved by backing down a hallway while an enemy runs at you. The one where a scientist jumps you from behind a corner is a good refresher for example. The very last bit with the horror had a bit more going on since you couldnt really back down too far and had to stand your ground, but overall would be neat if it had more enemies spawning in behind you, ambushing you, maybe some good old arena fights etc.
I think generally some of the hallways could use a little more detail - posters, trash on the floor, cracks in walls, ceiling lights, pipes/wires, general debris, etc. Not that the map doesnt look good - it does! The lighting in particular is a highlight of the map. But could use a little more flourish in some areas - some rooms for example are pretty much just an empty box. Some shelves, props, general brush detail would go a long way to make it feel more lived-in
I never ran out of ammo or health, which is good - but perhaps at times i felt like i had way too much ammo, i've used the shotguns as soon as i got them until the end of the map and never got close to running out of supply
example of what i mean in terms of encounters - normally you turn this corner and the priestess runs at you and you jsut backpedal while shooting at it. It would be waaay more threatening if instead it spawned in as you entered that little office room and had to frantically fight it in a tight space
oh the lighting in this level is nuts
Thank you so much!
Yeah, the lighting was definitely the thing I spent the most time on. That and finding good textures for the map.
By contrast, my approach to encounters and the actual level layout was kinda haphazard. I mostly just made a bunch of square hallways/rooms, and then tried to figure out where to put the enemies afterwards. Not the best way to go about it if I’m being honest.
I remember in one of the Half-Life anniversary docs, someone saying that you should study the tactics of your enemies, and then design your levels to best take advantage of their strengths. Definitely something I need to keep in mind in the future.
And I see what you mean about the level of detail. I wanted the place to feel barren and deserted, but I definitely went too far.
Thanks again for taking the time to play my map and share your thoughts. You’ve given me a lot to think about for my next map, and you’ve made my day.
Take care!
Thank you so much!
I'm trying the modding feature to play a GoldSrc game (Half-Life), when I load a map the enemies don't respawn and there are no levels ? How could I add more weapons or have the game procedurally add weapons and enemies at random locations on the map?
gn dusk modders
SHAW
garama
git gud
anino
https://steamcommunity.com/sharedfiles/filedetails/?id=3498404748 A mod for dusk 82.
I'm looking at feedback for this mod. If you have any pleases tell me.
Hey, I'm currently trying to work on a map for dusk, and when I load my map, no textures are showing up. I used dusk_transparency.wad from here for the textures in trenchbroom, and I made sure to have the quake palette.lmp in the mod folder. I imagine this is a common issue for beginners, so is there something obvious that I overlooked?
ohhh people still make maps?? cool, gotta check out
hi guys
Am I late to start making maps in this game?
I think so. 🥀
It's never too late brother
I love making maps but in this game I can't even find SDK/mapping tools
https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941
This guide is mostly up to date
The most important part is installing Trenchbroom and getting ericWtools to create the maps
I forget if you still need to opt into the SDK
so many steps 
what is this mean!?
It's a step in the guide. I forget if you need to opt into the branch or if it's on by default now
Stay strong
s:
I failed 
i refunded the game
nah there are better alternatives
suit yourself
@burnt stone, please keep all discussions in English.
trenchbroom works with dusk?
Yes
.
Hey, I'm looking to try and make a map in Dusk but every guide I found said "outdated"
Could anyone help me set this up?
It's not that outdated - it works fine
Ok, they said I needed dusk.wad, but I couldn't find it inside Dusk folders, and the download link was dead
Thanks!
Is there any good mod in the workshop
@modest sparrow, please keep all discussions in English.
i don't know about newer maps, but Vriska, Aqua and PrincessToriiLovesYou have amazing stuff
although afaik last person didn't upload of their stuff to the workshop, if you wish to see more of their stuff you can try https://dusk.mod.io/
trespasser texture spotted
is there a mod for auto b-hopping in modded DUSK?
no
u can buffer your jumps by holding jump before you hit the ground tho
Hey all, I might just be having a brain rot moment but I can't seem to get textures to show up in the "face" tab, I've got entities tho
Does anyone remember how to go about getting textures? cheers
ah ok found it there, the wad files dialogue box wasn't popping up
had to drag click it into existence lol
Subscribed to a bunch of mods in the workshop but none of them work. What am I doing wrong?? ;w;
Did you enable them in the customise menu?
I thiiiink??? The menu for some of them is weird. Like the check marks for some of them are there and some aren’t
Does that mean they’re outdated?
Hmm I don't have a computer with me now but are you able to click on those check marks?
Yes. I seem to only be able to activate one at a time tho. But ye none of them work
what is dusk abt
dusk is tuff
guys how the fuck do i get mods on dusk gog edition
Might be a bit off the focus of this topic but I know you can export a trenchbroom map into Blender or a 3d program, is there a process to transferring a trenchbroom map into something like Unity that retains all of its collision information?
I dont believe the moddable dusk version is on gog
Well the .obj export does function, but you might have to apply the collision info yourself inside of unity
oh
I think it is? Under Beta channel through GOG Galaxy
I just unlocked it but I warn you that GOG Galaxy seems to be very laggy. I accidentally used the wrong password (the correct one to use is "oohagiantbarn") and it got stuck, I had to shut down GOG Galaxy and do that again
I'll test it out these days but according to https://mod.io/g/dusk/r/dusk-modding-faq the GOG version is just as moddable as the Steam version
what if instead of dusk dude it was dusk dih
What if instead of dusk dude it was cat girl and instead of going "hup" when jumping she went "mrrp" and "meow" 🐱
Hello
Good afternoon
I joined to this server to find out if "duskworld" has anti-cheat and if it is possible to modify the game
@mystic zenith, please keep all discussions in English.
func_godot does this perfectly for Godot. I recall Unity had something similar but it didn't work nearly as well as func_godot
Anyway I made these free texture packs that are also usable for Dusk
https://aeomech.itch.io/dryfalls-texture-pack
https://aeomech.itch.io/ballard-low-def-texture-pack
As far as I know the only Unity BSP loader that actually loads the collision information properly is the one I wrote for dusk
func_godot and the unity solution I was thinking of (SabreCSG?) work off the .map rather than the BSP
Oh yeah if you load the
.map you have no real choice since it's only brush information
but yeah func_godot slaps, it also has capabilities to generate FGDs and map entities to prefabs or scripts on brushes so you can actually properly build full maps within trenchbroom for godot. One of my biggest gripes with the Unity solutions were you could only make the geo in trenchbroom then do all the entity stuff in the Unity editor window
somehow after many years of being here I still don't have the mook role so I can't send the videos but I had it set up so even things like door handling in the navmesh all happened 100% in trenchbroom
o shit we finally got model replacement back in April 
Yeah the Unity solutions were all very half baked (whether they used .bsp or .map)
Most were just straight up terrible period
(There are several that would generate a separate mesh for every triangle in the level geometry)
That's why I opted for a completely custom loader, because yeesh
has anyone made a dusk defrag map yet
@ocean bane There are a few but they're mostly just memes
Dusk has basically zero strafe related movement mechanics like quake does so rocket/crossbow/nade climbing is all you have to work with
There were some rocket spam maps and this trickjump/torture style climb map https://youtu.be/6zOHaZl9Pgc?si=PvkRTlysTyppSf41
Trying to run on the sdk is also so painful (or was at the time) that there wasn't much incentive to make speedrun maps
Hey you're the cool art poster in mmod 😎
Sorry I'm not sure where to ask, How do I have a door rotate like a normal door? I am using Trench Broom and func_door_rotating with distance set to 90 has the door flying off in the distance. It is moving 90° , just pivoting a fair distance away from the door.
You need to place an origin brush to set the "hinge"
Basically just a brush with all sides using a texture named "origin" (you can use a tool texture .wad to get it)
If the door doesn't have an origin brush then it will treat 0,0,0 as the hinge
Thank you
@fleet siren, please keep all discussions in English.
looks funny lol
hi
Sorry to be a pain, I am having issues finding/creating an origin brush. I have tried downloading ZHLT.wad but can't get it to show up in Trench Broom.
I dont recall using the texture method, i used a direct coordinate for the origin value personally
func_door_rotating requires the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place where you want the door to rotate around and have a "distance" property that decides how far the dolr goes
You can also add a "speed" property for obvious things
copypasted my old reply about rotating doors
you can find the exact coordinate for your door position by putting a point entity in that place and just looking at its position value
Thanks for your help. I'll give that a go.
Are there any Dusk .map files that can be downloaded or is it possible to load any of Dusk's original maps in Trench Broom that I could use to learn from? And see how things were done.
Thanks again.
Dusk's original maps werent made using trenchbroom, so no
But plenty of modders uploaded their .map files before on dusk.mod.io
closest thing I can think of is that one ladder jumping map but that's more akin to a bhop or jump map
Waoh
Any sdk or graphic novel news on the horizon?
can someone introduce me to dusk modding (pls tech beginner frienddly), ive tried before and it didnt work
i dont mean mod developing, using modsa
On Steam it’s pretty straightforward:
- Go to the steam workshop for Dusk (it’s a place where people upload their mods/ custom levels)
- Subscribe to any mods that seems interesting to you.
- Launch Dusk in “moddable mode” (you need to select moddable mode from launch options. To do this, right click Dusk in your steam library, select properties, then general, and there you should find launch options.)
- Once dusk has been opened, select “modding” from the main menu. Here, you’ll find a list of mods you’ve subscribed to.
- Select the mod you want to use, and click “apply”
- And from there you should be ready to go!
Hope this helps!
Has anyone tried mapping DUSK with steam version of J.A.C.K. Editor?
afaik JACK will work fine but i believe the most support for things like textures and entity files are more catered toward trenchbroom specifically
i belieeeeeve a few ppl have made a few levels with it before? dont quote me on that lol
I used JACK exclusively for the dusk custom maps I did. As long as you set it up properly it'll work for pretty much everything DISK related trenchbroom can do, just, different and not as easy to set up
created dusks own ultimate gore system + advance AI mods
oh boy let's see this
lol i tried unlimited gore options...lets just say...tis funny to see all objects in game literally freeze in place and do nothing all at once while still being able to kill everything at the same time
so yeah removing that option
gorier!
updating my graphical mod to include its own custom made shaders for the game
added FXAA/SMAA/TAA + SSAO and MUCH more to the game
updating my mod collection once again as i just added over 30+ new shaders to it
a screenshot of the new shaders
✨ Complete Feature List (30+ Shaders)
🔲 Anti-Aliasing (4 Modes)
| Mode | Description |
|---|---|
| FXAA 3.11 | Fast Approximate AA with subpixel blending |
| SMAA | Subpixel Morphological AA (2-pass) |
| TAA | Temporal AA with YCoCg clamping, motion rejection |
| TSR | Temporal Super Resolution with Lanczos filtering |
🌑 Ambient Occlusion (2 Modes)
| Mode | Description |
|---|---|
| SSAO | 64-sample Poisson hemisphere sampling |
| GTAO | Ground Truth AO with horizon-based integration |
💡 Global Illumination & Shadows
| Effect | Description |
|---|---|
| SSGI | Screen-Space Global Illumination with spiral sampling |
| Contact Shadows | Screen-space ray-traced contact shadows |
🌟 Lens & Light Effects
| Effect | Description |
|---|---|
| Lens Flare | Ghosts, halos, starburst with chromatic distortion |
| Bloom | Multi-pass bloom with soft threshold |
| Rim Lighting | Fresnel-based screen-space rim light |
🌫️ Atmosphere & Volumetrics
| Effect | Description |
|---|---|
| Volumetric Fog | Raymarched fog with 3D noise, light scattering |
| Height Fog | Distance + height-based exponential fog |
| Atmospheric Scattering | Rayleigh/Mie sky scattering |
| Volumetric Clouds | Raymarched FBM clouds with lighting |
🌊 Water & Refraction
| Effect | Description |
|---|---|
| Water Caustics | Animated underwater caustic patterns |
| Heat Haze | Heat distortion with height falloff |
🎨 Color & Image Effects
| Effect | Description |
|---|---|
| Color Grading | Exposure, contrast, saturation, gamma |
| Tonemapping | 5 modes: None, Reinhard, ACES, Filmic, Uncharted2 |
| Chromatic Aberration | RGB separation with radial falloff |
| Vignette | Customizable edge darkening |
| Film Grain | Animated temporal noise |
| Motion Blur | Camera velocity blur |
| Sharpening | Unsharp mask filter |
📺 Retro Effects
| Effect | Description |
|---|---|
| CRT | Curvature, scanlines, phosphor, flicker |
| Pixelation | Resolution reduction |
| Dithering | 8x8 Bayer pattern |
does anyone know if mods can be added to duskworld?
bepinex mods can be
btw for anyone interested in coding anything via bepinex for Dusk or Duskworld: https://drive.google.com/file/d/1xv0pzp3LrfpIwEf8i-tMjz1qufJzAho3/view?usp=drive_link
enjoy. its all the information I collected on both things via decompiling their respective dlls
it is possible
i'm planning on making a team fortress thing i think
just like its possible to add bots to sum games like STRAFTAT via BepInEx
literally take a gander at the drive link i just posted
ok
it covers the games entire classes and parameters and what not that you need to know to mod for it
you legit wont find that much info on Dusk when it comes to modding it via bepinex anywhere else
my download even includes example templates for you to explore as well
and all the hooks that the game uses too
good question...that is something that i dont think bepinex is capable of
that is something we have to wate and see if the dev(s) plan to implement themselves
will any future updates make this obsolete?
or will it be able to be used even with updates?
not sure since im not a developer of the Bepinex project
i just code mods that utilize it
ill be releasing v4 of my dusk mod collection tomorrow after work...i implemented HDR + godrays/volumetric lighting into the game
nvm
im attempting to get v4 online now
i have a question, how will modded duskworld work, like as in the online part?
does bepinex allow the modification of maps?
?
im just gonna sacrafise a lamb to the gods for the dusk dvelopers to add custom map support
for uh duskworld
wait so would custom campaigns be a thing for dusk?
like as in with custom weapons and npcs
Custom levels are already a thing for the sdk, including the ability to make a full set of levels connected to each other
Custom weapon models are a thing, and you can change NPC health values and models
Weapon attributes arent customisable in the current sdk, but you can change enemy sounds
what about modding like stixsmasterHD4k said?
Youll have to ask the lead sdk dev for the full set of features in the upcoming version
Zombie
is dusk still being developed?
Yes, the next sdk update is being developed
i believe its already on both of those
it isn't
atleast for me i think since im on a mac and i have to use a complex solution to use it on it
Im not sure if an update changed things then, but it used to be available on both
Finally, the time has come. A day that roughly 17 people have been waiting for. DUSK is now available for Mac, Linux and 32bit operating systems! We hope you appreciate the support! Please let us know if you have any issues and be sure to leave a review if you love it and spread the word to all your Mac, Linux and 32bit friends! There's also FOU...
I dont have a mac or linux system to check myself
the base game and duskworld is
That's handled by Proton, there's no functional difference for the average player provided we ensure it's stable
Oh you mean the moddable version?
On Mac you have Crossover or whatever it was called
Mac is a bit of a weird one because most of us don't use it (and I have never used it)
And given how the SDK functions, it wouldn't be as simple as a quick 1:1 port since the builds get structured a little differently
oh yeah one question then, will there be custom map support for duskworld or no?
I won't rule it out entirely but right now the focus is Windows + translation layers
The plan is to roll Duskworld into the SDK itself so it's one version of the game
ok
But that won't be part of the upcoming update
But yes you will be able to make custom maps for it eventually
ok one other thing
i think a developer or someone involved once said there will be a scripting thing in dusk one day, is that still planned?
Yes, as part of the next update
will it include duskworld?
Depends on what you mean by that. Duskworld itself is not receiving updates and the merge won't be part of the next update, it'll be some update down the line
Post-merge the plan is to enable scripting for multiplayer though, if that's what you're asking about
is there an estimate on the timeframe when the next update is coming out?
Not at the moment, right now other projects are taking priority for the time being
i.e. the next Ultrakill update and so on
So would it be a good idea to start working on the assets for a total conversion mod?
You can technically prototype mods like that already to a limited extent, since there's sound, texture and model replacements (with limitations)
But I wouldn't plan some huge project around an SDK that you don't know the full capabilities of yet
Maybe but at the current state I think i'd just need to get like custom weapons and npcs for the project, everything else should be fine
Those will be part of the next update
will friendly npcs be possible?
Scripting involves making all of the in-game objects customizable
You could script them to attack other enemies instead of the player, sure
what about making them not be able to be killed by the player?
Easy enough, just ignore all damage that originates from the player
will there be any changes to map making?
A few, but mostly to align with how mapping for other BSP-based games works
So just weeding out some dusk-specific quirks and long-standing bugs
For the most part it's business as usual
What about making characters be able to respawn after a certain time for important npcs?
That's all easy to do yeah, that would just be a timer that resets the entity if it's dead
What language will it be in so i can start practicing?
Scripting uses Lua
No intentional graphical limitations, you'd just be limited by your hardware and what Unity itself can support
For scripting there are some restrictions for security reasons, such as no access to files from code
time to remake black ops 7 skibidi toilet boss fight guys!!?!?!? /j
anyways thanks for the information
The SDK basically just loads the assets and hands them off to Unity
Does anyone know if theres a way to get friendly npcs at the current moment?
guyseth happy cristmass happy holidays to this wonderful community wish you luck, happiness, and some thing else!!!
Hi! I am here to ask about dusk.wad.
Mapping guides say I need it, but it is nowhere to be found
Its in pinned messages here
ok brilliant
FINALLY ANOTHER BEPINEX MODDER FOR DUSK
I might get back into using Bepinex for Dusk now that there's a proper guide for it
hello
Hi
hey is there support for dusk modding on mac?
Hello I'm coming across an issue with enemies flagged to spawn on higher difficulties, they don't spawn at all and I can't figure out why... some enemies flagged to not spawn on easy+normal do spawn and some don't, so I'm kinda confused
So they have a flag to spawn on hard only? what difficulty are you trying it on
Cero miedo/duskmare
can yo utake a screenshot of the properties of the enemies that dont spawn properly
have you already tried just deleting + recreating the enemy
Yes
how about moving them around to different points of the map, like areas where enemies do spawn properly
and do they spawn fine if you remove all flags?
This specific area already has enemies properly spawning but I can try
Haven't tried removing all flags yet wait
Nope it just doesn't spawn at all
very strange, is the map sealed properly?
I believe so
I was fixing holes in the map today anyway and then I also added a few enemies but they aren't spawning
Do you have time to check the .map file?
yea send the map i'll give it a look
i can't believe there's no H-Dusk yet
fine ill do it myself
in about 5 years maybe
Wrong place
makin a pretty cool mod but im gatekeeping,,
is it possible to get the hq textures in the moddable version of dusk
is modding on gog same as steam
Workshop? No
BepInEx? Unsure but you could try
Hi y'all. I want to get back into mapmaking for dusk, but I haven't made any maps in over a year. I've thankfully saved a lot of my notes on how to set up the editor and whatnot, but I'm out of the loop when it comes to the new additions, so I've got some questions I'd like to aks:
-i saw that the FGD in on version 5 now (i was previously working with dusk4.fgd ) - how do I set up the new version?
-I played the 'quiet mound' endless level which had this very cool fog - is it possible to add fog to any level? If so I'd love to try that out
yea fog is available in the sdk. the fgd hasnt been updated though iirc, same one as before
lemme find the instructions on fog setup
env_fog
Properties
startdist: The starting distance of linear fog, in map units.
enddist: The stopping distance of linear fog, in map units.
density: The density of exponential fog. Set this to zero to use linear fog.
rendercolor: The color of the fog.
fogStartDistance: Alias for startdist.
fogStopDistance: Alias for enddist.
iuser1: Alias for startdist. Causes the env_fog entity to mimic SvenCoop behavior.
iuser3: Alias for enddist. Causes the env_fog entity to mimic SvenCoop behavior.
Spawn Flags
1: When in SvenCoop mode, will cause fog to be disabled at map start.
Behavior
Triggering this entity will toggle fog on and off. Using different env_fog entities will not cause the fog settings to change when they are triggered. If you wish to have multiple fog configurations, place a single env_fog in your map (for toggling fog on and off) alongside several trigger_fog entities (for changing fog settings).
trigger_fog
Properties
startdist: The starting distance of linear fog, in map units.
enddist: The stopping distance of linear fog, in map units.
density: The density of exponential fog. Set this to zero to use linear fog.
rendercolor: The color of the fog.
Behavior
Triggering this entity will change the map's current fog settings to those defined by the trigger. Fog will not be enabled or disabled when triggering this entity, use an env_fog entity to control the active state of fog.
thank you 👍👍👍
where would i find a guide on how to make a dusk map?
I wanna do somthing very stupid
I want to do a school project in dusk
Its Romeo and Juliet but in dusk
O Jakob, Jakob! Wherefore art thou Jakob?
I’m doing the scene where Romeo is with mecrutio and benvolio and he’s joking around in the street (Act 2 Scene IV)
try https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941 from the pins. there's also a two minute trenchbroom setup video
following a blender tutorial would probably be easier tho
Was informed today it is due on Friday. I may post what I turn in and then I’ll refine it after due date
general modding is not fine, it got breached
no i mean this channel wont explode aslong as general modding doesnt ge tlocked down
oh fair
it will sooner or later lets leave it unharmed
uh oh
mod idea i might attempt: dusk but all the textures are horrendously ugly
i have an old shitty grass texture i can use
I cant dispute that but I'd add that the assets are still well enough made that the game remains clear and nothing drowns in backgrounds. also the game doesnt look like limitless hunger either and has actual design behind it 
im gonna change that
godspeed
im gonna make them all this one disgusting shade of green and like generate them all with cells in gimp
mod idea: dusk randomizer mod, please someone program this
randomizes enemies in the level, and could maaybe randomize textures as well (optional)
get down from the sickles and the randomizer spawns two guardians in place of the leathernecks
that would be funny
this exists for chop goblins so maybe dusk is possible too
random grass textures i made following a tutorial about a year ago. should i make all the textures really high quality to ruin the artstyle or disgustingly low quality?
A blend between realistic and low poly would be cursed
Like taking a really high res texture and making it blurry
the guide im following says i need wads but it says it doesnt exist anymore
where do i find the wads?
There are wads in pinned messages if you're looking for the dusk ones
plotting how to execute this
i got a simuliar mod idea
remake every dusk texture in ms paint
you know like some of those minecraft texture packs
with the default pallete and all
maybe even use old janky tts to do the voicelines
kinda like fallen textures but worse
ok that doesnt actually look that bad
is it not possible to change the sounds in the vo folder?
trying to make the mage sounds different, the die sound in the mage folder gets replaced without any issues, but the alert sounds in the vo folder don't seem to work, they just remain the same as in vanilla dusk
yea alert sounds are broken iirc
damn
is the dusk sdk faq dead
Any news in that regard? Would love to give modding another try but wanna wait for the next update before getting into it.
Nothing to report publicly yet
Dusk uses navmesh for flying enemies, doesn’t it? Treats them as ground-based but offsets the model so it flies up and down iirc (I’m sure someone mentioned it at some point), it’s not like they’re entirely differently scripted just using raycasts or something?
who turned on the bloom lol
honk shooo honk shooo
clog his nose
Is there a mod for dusk that makes my double barrel shotgun shoot ducks
not yet
You can access the SDK with the following Steam beta branch code: oohatinybarn
NOTES FOR THIS FIRST BUILD
• You can load Quake 1, Half-Life and Quake 3 BSP files (including BSP2, not to be confused with Quake 2)
• You cannot make maps for any game mode other than campaign mode at this time.
• Custom model replacements didn't make it into this build, they'll be coming soon! You can still replace textures and sounds.
• Loading texture WADs is not yet supported, so some maps may have missing textures.
• The console is not present in this build. Nor is any form of multiplayer.
• A new cheat has been added: NBCLIP, which will toggle noclip mode.
• There is no func_vehicle yet. I am sorry.
• Water will only work when func_water is used, we don't (yet) support implicit water through texture names.
• Transparent textures in Half-Life BSPs are not yet supported.
• Quake 3 BSP support is rather preliminary, so expect collision to be not quite right.
• Half-Life level transitions are not yet supported.
Workshop support will be coming in a future patch, stay tuned and enjoy!
Placeholder message do not delete
HOW DO I LOAD MAPS?
Go into the DUSK game folder (SteamApps/common/Dusk) and find the SDK/mnt/local folder.
Inside this folder, create a new folder for your mod (for example: halflife_maps)
Then inside that folder, create a new folder called maps. Put all of your BSPs in here. Once you enable your mod in the modding menu, they will be accessible from Campaign -> Custom Level
Quake-format maps will require palette.lmp inside the mod folder (halflife_maps in the previous example)
Plceholder message do not delete
😮
Whoa.
Lookie here
Check pinned message
PRAISE
uhh sdk when??
sdk beta is now.
When?
myhouse.wad
a small update will be coming in a bit that will have an entity list
here it is if you don't want to wait
These are all the entities Dusk currently supports. Some are Quake/HL entities and they'll spawn an equivalent Dusk object/trigger/whatever
You sure you're on the branch?
i am
Can you post a screenshot of the game folder?
As a small hint, inside the folder structure, all of the games sounds, textures are available for your modding pleasure
Restart Steam and double check you're on the branch
This looks like an issue on Steam's end
Since it hasn't downloaded the SDK folder
restarted, switched the branch back to normal then back to sdk
doesnt even prompt a download
davids final master plan for me pissing off so many people: denied sdk
did both
So to actually make maps, what happens there? Do you download Trenchboom and an SDK pack will be released?
there are
the process is the same for making quake maps, for example
we support func_door etc
crossfire has never looked so good
oops all doors
ah
Aaaaaaaa
Yo what's happening
fuggen time to install some c# tools and get harmony up and running
Hey Zombie where does one find a decent IQM exporter/importer for Blender?
check the piiinnnnsss
you give me no other choice 500
Noesis?
@hard pollen the official one, but we don't support custom models yet
It's an external converter but it works perfectly
didn't make it into this release
official iqm exporter is here https://github.com/lsalzman/iqm
Time to download: 1 hour (my internet is slow)
Can't wait to give sdk a try later at 2 am. Sleep: Cancelled =P
I miss my previous ISP already, fucking 4mbyte/s on a 200mbit connection
Remember: Steam caps your download for some fucking reason
I used to get 25mbyte/s consistently tho
Ricochet lads
LOL
My download speed is slow either way, i'm below 10mb service.
This is my first time exploring the DUSK files and I never knew there was a goodies folder
The gameplay didn't change at all from the pre alpha. Huh.
Dangit Zombie I thought this was an exporter and an exporter.
It changed a little, lots of tweaking
I'm very disappointed now.
OH HO
Hey Dave.

is there a roadmap for the SDK publicly available?
Not yet, give us like 2 days
ty
Patch 1 will be pretty important
it's not important if there's no func_vehicle
yeah this right now is a soft launch
there I said it
Things like external texture wads etc
but anyone who wants to start making maps or porting maps or messing with textures/sound or whatever can start right now
new build is up with an updated readme and entity list, and a few fixes
also yes you can load wrath maps
Oh hai David =P
they don't have textures yet but that'll happen in the future
If I load hl/quake maps, will they have enemy spawns? I just want to make sure how playable the bsp files are on their own + no DAWN yet for easier map editing (If I'm thinking of the right program and if it's still in development)
Should I cancel my download and re-download or wait until it finishes, then verify files?
@chrome wagon probably just verify files
@forest sedge they will have enemy spawns yeah.
The official map editor is Trenchbroom.
There won't be a Dusk specific map editor
You cba map right now
so now is as good a time as any to start!
And give trench the dusk texture folder
And you'll be right as rain
Or quake or halflife or whatever
Uhhhhhhhhhhhhhhh
Frick maps I'm adding @verbal peak to DUSK.
Yes.
When can I start it up
If this gets 500 RTs we'll release the DUSK SDK... TONIGHT. https://t.co/3rhkeBzAPB
check pins @misty barn
that's amazing
that was fast
you can edit localization file to change the boss name
Never doubt my effort to shitpost Lain.
Now you must find Lain.
@small gate dude editing textures is literally the easiest thing in the world
same with sound
you just replace files
they're in the folder
Okay
well that's even easier than it was with source modding
yup it's incredibly easy
IT HAS BEGUN
Oh, and explain this please.
It's the important texture.
its a selfie you dummy
if you want to make a mod, you just make a folder with the mod name inside SDK/mnt/local, then have whatever files you want to replace in there with the same file structure as the dusk folder
That texture is a gift to the modders
coolio
Gift to the world
Idk if im late or whatever but what happened to frag night?
it's sdk night
thats saturday
Where's the palette.lmp
also that selfie could very well be the rise of dusk terry wads
we just need someone crazy enough to do it
Dave where is palette.lmp located
I can’t wait to fight a floating png of rei from evangelion in DUSK.
"in the balls"?
whAT THERES MODS HERE NOW
😎
Fuck yes
POG?
epic
finally i can make the nostalgia critic horror mod i always wanted
MODS TIME?
Hey, how do I access the Dusk SDK?
IRS HAPWNING
TIME FOR THE H-DUSK CONVERSION
R E A L S H I T
check the sticky
Check the pins
Oh shit, SDK finally drop? 👀 👀 👀 👀 👀
DUSK MODS
where is glhl?
IYS EWALSO
SDK WHEN
YES
this is it.
But all I want is you, El Oshcuro.
ITS TIME
IMMA PORT CS 1.6
IS IT HAPPENING
CHECK THE PINS NERDS
jesus christ yall alerted the hoards
SaDistiK tiem
@drowsy pier SDK NOW
OMGOMGOMGOMGOMG
dusk, half life weapon pack
SDK!
Gamers, this is the day of the uprising
@high magnet niceeee
HELL YES

AAAAAAAAAAAAAAAAAAAAAAAAAA*
SUKD
Thanks dave for waking everyone up.
fucking finally
THE TIME HAS COME, AND SO HAVE i
Wait the antagonist of DUSK is Aphex Twin now?
uh oh
HALF LIFE DUSK!
i have no idea how to make levels ha ha lol
Can I post the Big Doom texture?
oh no
If I didn’t have to be up in six hours I’d be on this like me on big john
i'm scared
If you can make mods, can you make new weapons? And can you spin those weapons?
More spinning is my real question
WHOA HOLY SHIT IS THE SDK GETTING RELEASED!?
Guys
im cring
when it gettin released then
How do skies work right now?
How do I do a level skip?
@high magnet they don't yet
New and Improved Lain
Give it like 1-2 patches
WOOO
hmm sorta annoying that the map loader always inherit from BspLoader
OH MAN.
SO VERY, VERY SOON (tm)!
is entities.txt the mod?
ragdolls
A great game just got better with modding
Whats does the DUSK SDK EP give?
fake sdk
holy shit hatsu lol
first thing i do with dusk sdk is play gogatorium
then
nothing
cuz i like dusk without the mods
Keeps telling me I'm missing the exe, nad I've tried veryifying the cache,
WHICH LEVEL HAS BIG JOHN
Can I replace audio in the SDK Semi-Public Beta?
e2m8 @misty barn
1/3 more textures of interest to me.
In e2m3 next to a very small dopefish in one of the secret areas, is this pic. Really really small so not all of the details could be seen in game. Now that we have the og texture, it's clear that this has a joke, but the map shown looks like it was from development.
Can Dusk run doom?
CRACK DUSK 0.1 coming soon
WHERE IS SDK
No one will know that reference
I think I know.
For now yes, it's on stean
What, tiny barn? @gilded kindle
@craggy hearth check in that folder
how can you setup the sdk
See if it's there
It's you getting giddy over the tiny barn in E3M8
for dusk hl
@hard stone check my last message
2/3 texture of interest. Who is hank, and was it added in the gog endless map?
Hank is Hank
hi
It's on a gravestone in e1m3
No its in the main game
Hank is the QA skeleton that broke the first survival map way back when
im that guy
Everybody loves Hank
hi hank

i dont love hank
It’s Hank, he’s here
ono
hanks aight
The SDK's available in some form? This is gonna be fun.
Honk
hanc
Niiiice
Yes, hello hank.
Praise Hank
whats the passwork?
hehellll yeah
check the pins
Hey guys how do I read
@still raptor the files were never created
asking for a friend
How do I press mouse1
@craggy hearth did you get a download prompt when switching to the sdk
freaking goto's in the decompiled code
Hmm, you might have to restart steam
@gritty forge alt f4
okay so I have a folder of doom wads would I be able to load those into dusk with the next update?
NOthing
wot is the password for
What's the password guys
wait

but what is it for
to access the SDK branch on steam
where do i enter this password


idk
Yeah but what's the password
oohatinybarn
Yeah
password
But
@small gate
freaking goto's in the decompiled code
Where? Because some of the actual code has gotos too
did you implement triggers since this morning?
for example
Hey ?
should i go to Source SDK or Hald Life SDK
we support end level & teleport triggers
thats precisely where I saw the goto
Colored lights don't work, right?
I thought that was just something the compiler generated, been a while since I've seen a goto outside really low level stuff
There's a lot of hacks and shit in the code rn because we had to rush to get this out
This is actually based on the regular Dusk codebase, because something went wrong with the main SDK project and we've been frantically porting over the SDK code to Dusk for the past few days
so what tools are used to make the maps? is there a special one or are we just using hammer/worldcraft/other quake map editors?
3/3 texture of interest.
I'm not entirely sure if this was unused, so I'm marking it as spoilers. This looks like something from Dusk dude's ||house||, like the other picture hanging that makes you say ||It hurts to remember||. If this is still canon, then ||the loss of his family is more substantial if it's assumed that kid is his||
@echo loom Anything you use to make Quake or Half-Life maps can be used to make Dusk maps
that's tough man :/
neat
The pics are David Szymanski's familly
Ye
...that actually threw me off for a while, no unityscript dll
Which retroactively makes Dusk a self insert
@still raptor did a complete reinstall, restarted steam, nothing
I am going to assume that you wouldn't be willing to share the current cs files, right
based off of on what happened
so is the game supposed to update after i enter the beta password
yes
you need to select the sdk branch
and if it doesnt update after that, verify the game cache
I did that
Sorry David but it had to be done.
both of those
that will force an update
how do you do the branch thing
@small gate it didn't
Check the pinned, man
oh man this is a beautiful sight to behold, i can make my big john dating sim dreams come true
New Blood, you are marvelous and I love you.
Elmo's Letter Journey speedrun
@small gate already did
ah seems to be dling something now
if you did the pw, selected the branch and verified the game cache, you should now have the SDK folder
@small gate out of curiosity why would you need the .cs files currently?
because I want to see how far I can get before I give up trying to load doom maps
I'm not opposed to sharing individual ones if you need more context like comments and such, but for the most part I'd like to have it all cleaned up and ready for the public source release first
hell yeah
@craggy hearth I'll check some stuff in a bit but it sounds like a steam issue
100% out of curiosity only mind you
doom wads in dusk?
oh damn, could you imagine the whole library of doom levels?
I figured
would be amazing
Might've messed up the package config
absolutely amazing
AND SO IT BEGINS
please dont trust anything I say
xd
honestly a part of me doesn't want to make new maps and just make a repainted mod
I am a major procrastinator
I think I scared off Dave with this.
@small gate there's already some unity projects that do it
So porting code wouldn't be too hard
but where is the fun in doing that
With my (lack of) knowledge in coding I think the best I could do is draw cute eyes on every enemy
Did anyone get it to prompt the beta download?
yeah
i have it installed but can't figure out how to launch the sdk itself
ghhHUHHH I LIVE
if you're not willing to dive into decompiling and binary patching you wont be doing much coding rn anyways
HOW DO I MAKE MODS?
Create a folder in SDK/mnt/local and name it whatever you want your mod to show up as in the in-game menu. Inside that folder, textures/sounds/maps should be placed in corresponding folders named "textures," "sounds," and "maps." If you want sounds or textures to replace the default ones, name them the same thing as the corresponding sound/texture found in SDK/mnt/local/sounds or SDK/mnt/local/textures (the file extension needs to be the same as well). Make sure to activate the mod in the modding menu. See above for more information about loading custom maps.
you have plenty of time to learn yourself some basic coding
I guess Im going to have to learn how to do unity textures now.
HI HELLO I WIPED MY SERVERS AGES AGO BUT I HEARD SMTH ABOUT A FUCKKINNNNNNNNNNNNN DEVKIT COMING OUT
I opted, restarted steam entirely, opted out and back in again, reinstalled the game while opted in and there's still no sdk folder
@sullen plinth nope, you just need to replace texture files!
check the SDK folder
they're all there
also see pins and/or the readme in the SDK folder
I should prob. try loading stuff on python first to get a feel for the map format
or make an empty unity project and work from there
kk.
so you can reuse it after
how do I access the modding menu, please?
@half vessel it should be an option when you launch Dusk from steam, or you can do it via a bat file in the SDK folder
literally the first thing I'm doing is replacing all the movies with hotel mario cutscenes
Can I fulfill my dream of bringing Goldeneye levels into Dusk?
@compact drift it's on the main menu in the SDK version
@echo loom movies don't work quite yet
dang
Gave me a big fat 'cant find the executable' after DLing and the SDK folder not actually being there. Getting the prompt and all.
@ancient depot I am going to be 100% legit with you here, the only time I actually touched the Unity UI was to help a friend with a shader homework
Fresh reinstall, see if it does it.
@carmine scarab Sure! If you can get them into bsp format!
still gonna do it so when they do work I know
@small gate you probably retained some sanity by avoiding it
I love you David, thank you, I will now learn how to use a computer
@half vessel use a quake editor
other than making a map in wc lmao
thats a pretty good reason to do it now then, thanks for the tip
There were never going to be custom mapping tools, you use TrenchBroom to make maps
@half vessel Trenchbroom is the official mapping software
alright
they suggest Trenchbroom for mapmaking
i might just use worldcraft
sanity is overrated
that works
because i'm more familiar with it
How does worldcraft compare?
i wonder if i could get the hl2 beta version of worldcraft doing it
it's basically just hammer
for source
but older
goldsrc hammer
as long as what you compile down to is supported (HLBSP, Q1BSP, Q3BSP, BSP2) you can load it
i shoulda been figuring these tools out long before today's news, hahaha
Is there a test map
quick question, why are the movies in webm format?
I need a test map
@proven hull now's as good a time as any other
@echo loom because that's the only format we can reliably use in Unity
for external video
so am I able to upload the asset files into unity?
@misty barn what are y ou looking to test?
oof
then export?
when i try to load the half life maps it gets stuck on the start screen
@drowsy pier You don't use Unity at all
Refer to the readme or the pinned messages
Well, sides the fact that it's not long to midnight, yeah. Should be fun to cut my teeth on some crappy home-baked maps
Currently we only support replacing textures and sounds, models will be in a patch
They didn't make it in for the first build
@gritty forge which map are you trying to load?
doom e1m1 but the only enemies are big john
...I actually need to create an "unity id", I'm already starting to regret this
shh, be brave
I hear there are mods
I hope nobody mistakenly thinks you're talking about the SDK with that lmao
mmm, models
where tf is audio stored
@gritty forge where'd you get it from?
@elfin ore in the balls
@elfin ore check the sdk folder
SDK/mnt/local/dusk/sounds @elfin ore
Is there any other folder that could mess up replacing audio files? tried replacing one and-
ite
where do i get this pallete.lmp thingy
search for that on the discord channel @proven bramble
someone posted it a while back
kk
yeah we would've included palette.lmp but it's bethesda property so...
hmm i don't see anything in search results
@gritty forge I saw that
look for a quake wiki link
I just didn't realize they had already written it in the description
I was literally about to screencap
And post it
Because I was the one who added into the channel desc
I tried setting my account to opt in for Steam betas too cuz I read that might fix the issue, but it didn't
punch in the password, select the beta branch, and verify integrity
Literally did all of that
I don't see the SDK folder? Do I just have to create it or should I validate my files?
and no SDK folder?
Yep
what the hell




