#dusk-modding
1 messages · Page 14 of 1
If there's no SDK folder, you don't have the SDK (since the actual .exe for it and stuff is in there).
It's a weird Steam problem, @still raptor is trying to fix it right now
ah I see, glad it's not just me
3 people now affected by this it seems
Once mods and maps are made, will they be linked here, or will there be a better place to link them?
god that's actually horrifying
I scared Dave with one of my mods.
We’ll have steam workshop
@hard pollen no Doug Walker horror?
@tight fractal Steam workshop isn't for a bit
I know
kk just making sure
But I was just letting @forest sedge know
we're talking about setting up something in the meantime
I've fresh installed the game twice. It says version 1.5 and the SDK folder is there, but I can't find the option to enable mods ):
Just wouldn't want to miss one.
Good ol MODDB
So for now it's all manual installs like the good ol' days
@compact drift are you starting actual Dusk SDK?
try running it from the bat file in the SDK folder
@gritty forge for now yeah
Workshop support will be coming once we make it a bit more fully featured
so is this december 25th of 2019 or 2020
In fact
And anyone else who isn't getting the SDK folder
What does "half-life level transitions are not yet supported mean?" because I have a friend saying that he can transition through levels just fine
i think they meant half life style level transitions
You can transition through the levels but you won't appear in the right spot
I think it means like-- yeah that
ANYONE IN THE CHANNEL WHO HAD A MISSING EXE, RESTART STEAM AND VERIFY
And objects won't carry over
yeah see look at that, i'm a genius
Thank you @iron needle, that was the problem... I feel so fucking dumb right now
Hi yall
Good thing the sk released before ww3
But anyways where may I find the password and half life maps?
the sk IS world war three
(NOT CURRENT SDK RELATED) thanks I hate it
pubs
pubs
pubs
pubs
🍻
Crack DUSK when?
It's in the making in General 1 Voice.
No idea lol
Wouldn't an official mod just be free DLC basicly
Maybe at some point
we're getting an official sdk, that's pretty swell
DUSK: Opposing Force where you play as Jacob when
Dusk opposing force but you're a rat
@harsh swift you can literally just load them up
^
Dusk: Red Shift
Cant wait for quake 2 maps to be added so I can actually have fun with quake 2
Sdk is out?
Oh cool
I think pinning this link to the moddb page would be a good idea: https://www.moddb.com/games/dusk-fps-retro/mods
I didn't realise it was that easy
From what's described, you can pretty much load up anything that's been made with a Quake/Half Life editor
Also yeah pin that and make it the message at the top of the channel
Or just, Quake/Half Life in general
Yeah I'll pin it
Does that mean we can also load up mods for thos games? Dusk Echoes?
Thanks
Cry of dusk
with how the sdk is structured, it should be much easier to demake dusk in quake now
@fiery badge if they're maps, then yes. They probably won't function completely
Fuck yeah cry of dusk would be awesome
@harsh swift they use func_door
I'm guessing the enemies would have to be added manually and they arent just automatically replacing enemies
They're automatically replaced
my menu is fucked
You can load into any Quake or HL map and play it
Big pp
There are some big issues atm but for the most part they work
i cant choose anything bc my mouse auto recenters
Man it's amazinzg that you can quite literally just play through Quake now (kinda)
Kinda janky Quake but still Quake but with a flavour of Dusk
Can't wait to try that tomorrow if we're not all dead
HL maps have some texture issues because we don't load external wads yet
and it automatically scrolls through all options
Where do you get this "palette.lmp"?
Have you tried playing through anything fully
Eventually you should in theory be able to seamlessly play the maps in Dusk however without issues
I'm gonna play it now despite me having school tomorrow and it being 12 37
disable controller input on dusk?
I'VE MADE A MONSTER
bc i dont have any controllers plugged in
Holy shit
@harsh swift we ran through Quake Ep1. Noclip is needed at a few spots and keys and buttons and stuff don't work
yikes
Wendavego
Ok so hear me out I had a amazing idea: Mod the enemies into Garfield characters. For example Rats into mice, Cart dog into Odie, black phillips into Nermal. Just think how amazing Big Jon Arbuckle would be!
Oh okay
@half vessel oh lord that's horrifying lol
Well it is beta/alpha/whatever
I reinstalled and no SDK still?
The fin boss would be gore field
What the hell
It's a code you have to input
wheres the modding menu?
Someone make a shorter load times mod already
In the beta branch thing
garfield enemy conversion mod, reminds me of the garfield texture swap for the gonarch someone did in hl
Honestly my sole idea for a map is a maze filled to the brim with Wendigos
Check pinned
Wait no scripting
"Its just me John"
oh fuck, I never checked the beta branch
anyone ever play gman invasion
@alpine depotneed pics for that
@harsh swift yeah we plan on supporting all that stuff eventually. You should in theory be able to play through all of Quake in Dusk, with Dusk weapons and enemies
i feel like we need gman invasion but with big john
Can't wait for that
@agile fjordpinned has the code
jusk
Hey um the update broke the SDK for me.
@half vessel well, in HL maps gman is automatically replaced with Big John soooo...
Lmao
oh my fucking god
@hard pollen what happened?
How will half life's ending work then
Can only launch standard DUSK now, can't launch DUSK world or anything else.
Big John just kills you
so who wants to band together and make a big john dating simulator with me?
So anyone have plans for any serious mods?
just start at 3
Call me disgusting but I want a HD graphics mod when we can make it
Dusk but you play as BIg John and fight nothing but Big Johns
how does a homie enable the mod in the modding menu yo
I don't have much creative moxie or literally any experience, but I'm hoping to take a crack at some sfx or wall textures or something
OH
Guessing where gonna get mods with a soldier as a protag, and maybe a prequel with jakob
Midi suppooorrt
Ive already converted half the textures into a "cell shade" feel to em
or the EEUUIIIGH?
Cell shaded dusk
AAGH
Oh fuck ita civvie
i don't see a "modding menu"
where are the big john voice files
@drowsy pier you better share that once it's done becuase i'm a sucker fro taht kind of style
I expect to wake up and have every enemy's voice be replaced with big John
Borderdusk
WE OUT HERE BOYS
@gritty forge Im half way done with most of the textures
Already
Modders are fast
found them
Anyone wanna share their work so far
I have lots of models I made for the sdk but im trying to figure out how to "jurry rig" them in
Give it two days and we will have Brutal Dusk or smth
hdusk
@drowsy pier models aren't supported yet
well, maybe not brutal dusk right away, would need a lot more scripting i'm sure
we'll be adding them in a patch
they unfortunately didnt make it into the first release
Ye I was mostly joking
@ancient depot I think I found a way to "replace" weapons
That's fine!
@ancient depot Not add any new ones, just replace existing ones
Seeing the SDK out as it is has given me incintive to start working on models in the future
okay so
i may have replaced
the hup
with big john going
HAUUGH
this was a mistake
oh yeah, little bonus for modders
@ancient depot Thats why I asked about the asset files with unity
there's a secret "cheat"
Does it cut off or does it overlap itself? @half vessel
it cuts off
oh god
Is it noclip
If you type NBREFRESH, the game will re-load all of the mod files
So you don't need to restart after replacing files in your mod
HAUHAUHAUHAUHAUHAUHAUHAUHAUAHAHUAHUA
pin that yo
wait i'll record it
@fiery badge noclip is NBCLIP
yes I just loaded some quake 1 maps, the enemy placement is nice!
but mine didn't have any textures. Is there a way to make it use DUSK's textures?
If there are no textures then you're missing palette.lmp
Which is the Quake colour palette
Someone posted a link to it earlier, we can't include it with the SDK because it's Bethesda property
where should I put this file?
alright, thanks!
so i can't have the default Dusk file in local or else it conflicts with my mod. is that how it's supposed to be?
default dusk file is a guide i think
PKADFJLASDLFADSFLKM
Ohhh, understandable
That sounds as great as I expected, holy shit
triangles status: absolutely loaded
no the default dusk folder is important
Doug Walker DUSK
without it nothing will load properly
@elfin ore what is the name of your mod folder?
Jesus christ yall are fast
holy shit
frasier
Try going into the modding menu, is it below or above dusk
make sure it's above
click the arrows to move it
then go apply
dougsk
it's surprisingly easy to create custom meshes in runtime ngl
hm
still conflicted
What's conflicting?
removed it and it's fine now
But enough about replacements, anyone started any maps
it just plays the default sound
Scythe sounds too?
@hard pollen thanks that picture killed one of my friends due to losing his sides
sickle sounds should work
Nope
weird
so does your custom sound have the exact same file name and location as the original sound, but just inside your mod folder instead?
yes
ite one sec
how can i load cs 1.6 textures?
I don't believe so
@gusty zodiac They need texture wads, which we don't support yet sadly
Soon!

Thank you Zombie.
Now pour yourself a glass of water and go to bed pls thanks.
I know it's like 3 PM but still, go to bed.
Aight, I must sleep, thank you DUSK team for your hard work and for giving us all something to make terrifying reskins with
I recall zombie saying "yeah I need to sleep now" and proceeding to post screenshots/gifs for hours
if I'm modifying sounds, does the sound folder need the exact same set of folders like in the base dusk sound folder, or just drop the sound file with the same name into the sound folder of my mod?
nvm, its working now just tried restarting two more times and it decided to start working lmao
@cobalt sinew I believe it has to be the same structure
yeah I think so because some sounds have the same filenames
for different enemies
@hard pollen I require that doug walker horror now
Here's the texture, go nuts.
you won't be disappointed
@iron needle thank you 
big john to Garfield when
How can I post imafes
Big Garf
i feel like the welder doesn't work as well
as the wendavego
Just gotta make the mask itself Jahn
OK so am I stupid or how do I actually launch this SDK
yeah but keep the eyehole
i enabled aerowalk in the modding menu but nothing shows up when i open the custom level menu
nvm I'm silly
Someone give me a map to test out enemies
@proven bramble Is the map file inside a "maps" folder?
did you click apply after enabling it?
hm
you guys launched?
Maps is capitalized
fuck I missed it
Can you send me the mod folder you're using?
My torment has receded
we appreciate it
No more "SDK WHEN" posts
sdk when
how the heck do we even enable the sdk? i've restarted steam and tried looking through betas section of steam and don't see anything

Oh no, no no no
properties I assume
@cosmic zenith Have you entered the beta code?
ohohoho
that's probs why, where is the code?
but how is SDK? Is he okay?
darth this is your personal terry wad
@cosmic zenith oohatinybarn
Seriously tho great job Zombie this is the best late christmas gift ever
oohatinybarn
Fun fact we wanted to have the SDK out for the last summer sale originally
thanks
Wait launching SDK just launches the game?
What does the beta code mean btw?
I don't mind! Better late with confidence than rushed
I feel like I missed something
It's an inside joke
Hey Scott get in here.
@grizzled timber Did you launch it from the "Downloads" section on Steam instead of your library?
kinda sad model replacement didn't make this build tho
Also the SDK is the game, but with mod support
no duel ks23s yet
I see I see
Also I didn't launch it from the downloads section
Not at home atm
you can change the blood splatters but not the blood particles
Anyone have any Q1 maps?
So the SDK is basically just for loading maps and custom textures in?
yeah, it's for modding the game in general
I got HLM2 Sounds working in game
Ahh OK. But the creation of maps and textures is supposed to be done in different software, right?
Then we just upload them using the SDK
There's no internal mapping tool yet then
sdk when is dead, it's func_vehicle when time boyssssss
I believe we make the maps like you do for hl/quake then import it to dusk is the process, if I'm correct
@hard pollen https://streamable.com/x6wzo
found this lewd door
@iron needle
Ahhh OK then. Looks like I'll have to find out how to do that then
Thanks for explaining tho!
@cobalt sinew thats absolutely cursed
wow, what a time to join. that made my night
@cobalt sinew thanks I hate it
i can't seem to get crosshairs to change
no problem
How if possible to I make TrenchBroom do the thing where it shows the Dusk models
ah darn
is that a thing i can even do or am i dumb
Well this is super exciting. Thanks so much!
i have no idea what i'm doing
hey so to clarify this means sdk is out right
@coral spear Can't do that just yet. You'll need to wait for us to put out our TrenchBroom support kit
Oh OK, gotcha
@stone nimbus yes
It's partially out
lit
Not the full feature set
lmao
by the ui texture swap not working
I made this
lol
jesus christ
lmao
does the face look familiar?
BOSS GO EASY ON THOSE BEERS
Hotline Miami?
yep
Ever since i saw the nostalgia critic horror
I thought to do something similiar
GOTTA GET A GRIP
pkz*
q3 maps are bsps
but they're inside pk3s which are just zips
dusk uses pkz which is the same thing with a different name, but we don't support it in the current release
so you have to extract the quake 3 maps yourself
that works
i wonder if 7z works
that should work too
use 7zip
i got it :3
Scarecrows should not replace houndeyes, too op
i rather fight a scarecrow than a houndeye
What the fuck have you done?
i'm loving those "mistakes"
I got Doom John workinh
his face works for everything
YEAH BIG HORROR YEAH
Distinct lack of gibs-reskinned-as-big-john-heads in here
Ammo pickups dont seem to be a thing in the half life maps or is it just me
don't forget to try putting his face on the bosses, that surely can't go wrong
so uhh
Yeah we don't have replacements set up for a bunch of Half Life stuff
who's going to replace every single texture with big john?
Havnt played any of the quake levels yet
How would I port HL Textures into Dusk?
and every single sound with big john?
big john the game confirmed?
I already got 'We've Got Hostiles' working
@cobalt sinew
Just need the textures
first the monsters
Some of the maps need texture wads, which we don't support
then the rest
Also we cant save admist a map
We'll support texture wads in a future patch
I made a sound mod for TF2, using sounds from dusk
And yes, saving is not supported yet
Okay
It breaks horribly
No, what we need is the player death sound changed to lego yoda death sound
I'm gonna link my TF2 mod in mod general if anyone wants to check it out
what folder do you put the bsp in?
zomb, did you just deserialize everything with readbyte painstakingly
Mainly so it's consistent with Linux when we port it there
Lmao
i'm so glad you guys put this out this is fucking amazing
Terrifying
ReadByte is only used when the actual value is a byte
god i fucking love the dsk
I have made it
managed structs are the same as C structs if they contain no reference type fields
so would a randomizer mod be possible? or nah?
you can get pointers to them and send them to native code
https://forums.svencoop.com/showthread.php/40983-Downloads-amp-Changelogs
HALF LIFE 1 MAP COMPILER
The latest update is Vluzacn's ZHLT v34 released on 2015/8/17.
v34 Details: http://forums.svencoop.com/showthread.php?p=507375#post507375
v34 Download: http://forums.svencoop.com/attachment.php?attachmentid=16257
Details of previous updates:
v33: http://forums.svenc...
with enough effort you could probably set up a randomiser
use this if you want to use hammer/jack hammer
yeah but you cant define array sizes on them by default
I feel like such a fuck up being in a comp sci class and not knowing what the fuck a pointer or a struct is
well yeah, they're pointers
then again, I only know java
unless you mean
I have created Big Doom
can you kill him
public unsafe struct ArrayOf8<T>
where T : unmanaged
{
public fixed T Values[8];
}```
hOW DO I MAKE DIRT--
WHERRE
ok thats prob what I want, wtf is that syntax tho
im baby idk what im doin
gonna have to do some googling
reminds me of a case switch
@half vessel
Yes
You can
er actually that example wouldn't work
You can only have a fixed array of primitive types like int, short, etc
But support for arbitrary types is coming in a later C# version
@random bay if that's any comfort, nobody that learns coding during comp sci actually learns that well enough
Introduce a pattern that would allow types to participate in fixed statements. Proposal added (https://github.com/dotnet/csharplang/blob/master/proposals/fixed-sized-buffers.md) Discussed in LDM De...
Yo for weapons I only need to replace "fire" correct?
yeah
gotcha thought it might use different pitches
I always heard my intro to comp sci (which taught web development) teacher always said "google it lol" when it came to actually learning shit
oh I just checked pistol, assault rifle all sounded similar but slightly different hence why I assumed otherwise, cheers
I probably should've figured this is the same scenario
Main reason I used BinaryReader instead of just reading in raw structures was endianness
BinaryReader reads data in little endian
But if I just read in raw structures it'd break on Switch, because that system is big endian
AW YEAH
didnt know the switch was big endian, huh
holy shit
Welp, time to do what I've threatened to do before: Make dusk a bit more AAA
Amazing how a couple of mp3 file swaps can make a game x1000 better
Tomorrow
is there any way to skip straight to the ratacombs? i dont have a save and i want to test my One As Many sound changes :(
o
i put big john's face on the shoe texture
whoops
i-is that
this is going very well
that is big john on those fucking shoes
yes
jesus
@kindred epoch the SDK should already include a full save
So Custom Maps are a go?
yup
Oh baby, it's time to lose sleep
one more question since the issues have pretty much all stopped. Are vo replacements working rn? or is that one of the things you said that wasn't working atm
If the SDK doesn't have all the campaign levels unlocked for you, put this file in SDK/bin/win_x64/config
i could replace the hup
@elfin ore I think some work, some don't, I haven't really tested
ye, non-believer/sacrifice and all those don't seem to be working atm
wow 1.6 gigs damn
Enemy alert sounds don't replace currently
aw dangit. that was half my mod. thanks for the save file.
We'll be fixing the alert sounds and stuff soon
Main reason we didn't fix it yet is because fixing it could have broken other stuff
Which would've delayed the release
fair
believe me, me too
Doing gods work Zom
haHA we have
excited to play some custom maps
Already working on it 😉
slöpe
Say the image box in the mod menu, does that work atm?
yes
😮
oh man i made a map in trenchbroom like half a year ago, it sucks ass but i'll try it
look at description.xml in the dusk mount
https://i.imgur.com/mmmp5gV.png
OK, so this is happening
gotcha good stuff
One I'm trying to make
what is it compiled as?
How do I get Quake 3 maps to appear correct?
q1, hl or q3
Textures are not showing up.
chuck the map my way and I'll take a look
@pale pendant bit of a hard problem atm
we don't have full support for q3bsp
but you need to extract all of the textures from the pk3 files
into a "textures" folder in a mod
Perrrrfect
Do subfolders mess it up?
yes
Well there's my problem lol
the texture loading for q3bsp is super ghetto rn
I figured as much, but really didn't want to drag everything lol
easy fix
use the search function of windows
*.png
then just drag them all into a folder
Quake 3 uses weird shit
note if they're .tga you have to convert them
sound changes doesn't seemed to have worked
Quake 3 uses special textures in a different format because some of them are higher quality
I like how the intro to E3M10 and Blasphemy's starting music are HQ, yet everything else sounds the same lol.
good night
sadly the save isn't working. level select says i only have the iron cathedral
I need to find a tutorial to make skyboxes
nvm i'm dumb
cancer mice?
yup
Oh hey, Civvie!

i should have done a cancermouse sound replacement instead
yeah i noticed that
FINALLY
oh guess you can't really then, unless you wanna change the sound they make when moving
oh boy
shudders aerowalk...
helpin' the SDK improve by being a total noob, heeeeell yea
my arch nemesis
the death sound works
whatcha trying to do?
Get the textures to display.
ah
Right now only a small amount are showing.
And some maps have parts messing where you can fall off the map.
Yeah the Quack 3 support doesn't have Bezier support so um.
This is what Blood Run looks like for me
i got nuke from 1.6
@pale pendant for reference
your textures folder should look like that with all the q3a textures
With the exception of tga I have everything in there.
they need to be png, we don't support tga
so you'll have to use some bulk image converter tool
I think irfanview can do it
All the png and jpgs are in there, but I haven't moved tga over yet.
Because I need to convert them.
that'd be it then, feel free to ping me if you have any other issues
Thanks man! So excited to finally have the SDK out!
np
The hype is real, yet I'm making memes haha
I got some D&D stuff on the docket to do atm so I can't commit to a map jjjuusstt yet
i don't think mapping would work too good yet either
we have a fix for custom maps without textures coming to steam soon btw
they wont load properly
do audio files have to be in flacc?
my first mod is replacing the main menu click with a dog barking it's so fucking funny to me
oh ok
but if the original sound is flac, the replacement needs to have flac in the file name
oh ok thats why mine weren't working
what have i done
Finally I can go to the bathroom in Half-life
goty
how are you peeps getting custom textures in?
or rather
game textures
in the case of HL or Quake
Yeah func door is still wip so doors that aren't supposed to open like that one wont work properly
You can't replace textures in Q1 or HL maps just yet
The We Got Hostiles maps don't
yeah
wdym Zombie
or if I can't do that, how tf does it work?
Textures only load if the map has textures embedded in it, and you can't replace them just yet
oh
is the sdk out on steam yet
some hl maps have the textures in WADs instead of embedded
Do HL/ Quake maps support a pakrat type thing?
Or, do they do them off the bat?
it's not showing up for me
@solid isle pakrat?
I've extracted some textures from half-life wad's and put them into a texture folder...
@steel scarab You need to enter a branch password, it's all listed in the pinned posts
One As Many's attack sound doesn't seem to be changing.
once we support texture wads and replacements for q1bsp it wont be a problem
In the case of crossfire, it didn't worked, but for several singleplayer maps i've tested it worked.
@kindred epoch attack and alert sounds for enemies dont replace yet
we'll fix that soon
both? dang bro
well at least the idle worked.
the rest probably will too when the fix goes up
I distinctively recall something about an ambience track for the SDK release tho, was it released or is it pending
would have to ask Andrew about that
there's only so much portishead tracks to listen to
lmao
perfection
alright be real with me here what the fuck is that noise that just appears sometimes in campaign levels
sounds like someone in a racecar 100m away
it wasnt there before
lmao, got a video?
that fucking wendigo expression is amazing
wendave is just so happy to chase you
ok so i guess not ALL the vo's are broke
alright i found a way to get it consistently
nope i couldn't get it to unstretch
starting e3m1 makes it appear every time, multiple at once
i have no clue what the fuck is it
kinda creepy too
I'll investigate it tomorrow and see if I can find out what's going on
can anyone else try it out and see if the sound is present?
sure
it's so weird and off that i actually had to take off my headphones in case it was irl
reminds me of an air raid sound
or a siren
wait is like that
'vrooom'?
yeah yeah yeah
what modding menu?>
holy shit you got it too?
from the main menu you should have a modding button
uhhhh
Benjamin franklin gun mod for DUSK.
if it's not there then you aren't running the sdk
toaster, you got the same sound?
the SDK is a launch option
alternatively you can try going into the game folder and opening the batch file in the SDK folder
hm
yeah same
i was checking random levels in noclip and got it too
not the enemy gib
Finally got the q3 textures to load hek ye.
oh right, which ones do you mean then
I think it's just objects/gib.png
np
bruh
i got my first mod semi working
another discovery
blood textures can't be changed
for like
the blood mist and whatnot
menu music replacement isn't working either
i can't wait until i can fully fuck this up lmao
WAIT NO
IT'S WORKING
okay so
the blood clouds
don't work
but blood_splat.png does
right now my mod is only for audio but i really want to expand to textures, I'll show a video for context
alright so there is another sound now which i dont recognize appearing randomly this game is actually haunted
it's like someone is hitting a ball with a ball in billiards
it's so out of place too
where's it
a lot of sounds are out of place
Is there an fgd included with the beta?
so i replaced the menu music in my mods file, the music stopped playing, i removed it, music still isnt playing
oh god
so far - in e3m1 again by stading still for i dunno a minute or two it should appear
https://i.imgur.com/OKxlp5D.png i dont remember hearing this one
the blood clouds use smoke2 I think
@errant ginkgo not yet, we'll be publishing a full trenchbroom support kit later
Ahh alright, thanks
wait, is it even possible now to make maps?
yes
hmm
well uh
i did it
i put big john on the bolt
except it only appears when it's a fired projectile
and it's almost unnoticeable
oh man those alternate sounds in the folder sound actually sick
bolt john haha thats me
HELLO
so, i got this: https://imgur.com/uw0HtoT
what map did you use?
yeah thats happened to me for a few frames
what map did you use?
my map
that happens when loading fails, we have a fix for that coming
but I have a hotfix you can use right now
thank u sir
heh
oh it's all minecraft
https://cdn.discordapp.com/attachments/500927522398142484/662565279888572417/unknown.png i think i've gone too far this time
like
actually too far
crossbow is fireworks lmao
1:36 i used the assault rifle with fast fire, its nuts
this chopmer pic is actually making me laugh hysterically
the real deal: a mod that makes all death sounds the roblox oof voiceclip
Wolfenstein Death sounds
MEIN LEIBEN
finally, hDusk
we can finally add cultist screams to dusk
i want dusk campaign but every enemy is big john
i'm working on it
yas
HAHAHA thats amazing
nice
I’m waiting to see who makes the pizza time mod for dusk
"the wind brings the stench of rotten UHGAHAHA KILL ME"
i need to change the tornado noise
oh god, the altar, thats a prime candidate for the "KILL ME KILL ME" soundclip
yeah
i can't even tell what to do with the boneball
i might just make the skulls john
and leave it at that
when you said altar I thought you were talking about this but then I remembered it's unused and we don't have an entity exposed for it yet
so, map loaded, but there are no textures: https://imgur.com/blYOzqU
compiling problem or..?
Question: Which is the name of the "sprite" the crossbow spawns over the projectile?
which map is it?
i made one
Ah, no idea then.
the crossbow bolt?
@long anchor you need to tell the map compiler to embed the textures
the ammo pickup or the damaging one
if you're using ericw tools it should have a command line option
yep
anyone know why the main menu audio is cutting off like this?
oh neat
@chrome wagon I dont think that has a texture actually
found a developer room in e3m1
aaah, ok
when i get rid of the custom music it just goes completely goes silent
thats actually a spawn room
thats where enemies sit while they wait to teleport in
the enemies already teleported then, or the room is unused
it doesn't open
hm
i think i'm going to give up on cartdog
i can't find a way to get it look good
will textures break if i change them to one of a lower resolution
@ancient depot Altar was like the megasphere right?
I dont actually remember
In those old ass pre NB versions that you posted in this discord a long time ago that's what I think they did
@little bay no
monsters folder
put the coomerface on jakob
first thing i'm doing when i get time is i'm just gonna replace all the textures to enemies and make them look terrifying
just cause i can
Define terrifying
I'm gonna make a "pro gamer FPS config" mod
lmfao
holy shit
@high magnet Like, spooky unironically
because i've always found low poly things with weird textures scary
How will you spookify the horrors
@ancient depot so, how do i "tell the map compiler to embed the textures"? is it even possible to use necros comgui?
I have no idea
but i'll figure that out
at some point.
probably distort their textures in some way
not sure, I'm unfamiliar with that compiler
I'm excited to see how that'll turn out
Dusk is the first game i've ever wanted to legitimately mod for so starting off with something simple like that would be fun
^^^
ericw tools
uhm
Time to replace every texture with cropped porn.

