#dusk-modding

1 messages · Page 16 of 1

versed wind
#

ye

fluid nimbus
#

does it use a palette too or what

versed wind
#

i sent it to zombie and it surprisingly worked

#

aside from the clouds

ancient depot
versed wind
#

thought he pinned my message there my heart stopped

ancient depot
#

lmao

high magnet
#

Hey do the Dusk maps need to be VIS'd?

long anchor
#

@ancient depot and... how it actually works?

ancient depot
#

the .wad or the tool?

long anchor
#

tool

ancient depot
#

you use it on the command line, instructions are on the releases page

#

for example, if you have palette.lmp in the same folder as the tool, and a textures folder

#

you do

#

makewad textures palette.lmp mywad.wad

small gate
ancient depot
#

Nice!

small gate
#

the code stinks major ass but it's something

ancient depot
#

Now split that into multiple meshes using the BSP tree and you'll see why Dusk doesn't have occlusion culling for user maps yet

little bay
#

can we change the game over screen?

ancient depot
#

That will be part of scripting

little bay
#

oh ok

#

gotta learn that

small gate
#

lmfao yeah, I get the reason why there's no vis now

balmy thorn
#

Not sure if this has been addressed, but not all of the entites' in the entities list seem to be assigned to the correct name. I placed an "item_serum" and was greeted by Big John instead when I launched the map, and pistols won't spawn for me at all.

#

monster_army and object_forklift worked though, as an example.

civic sentinel
#

Can’t wait to make some new weapons for dusk once the models can be replaced!

gritty forge
#

o🅱️ject

viscid sinew
#

Not just replaced

ancient depot
#

@balmy thorn I think it's pickup_serum

viscid sinew
#

added and scripted to be something new entirely!

ancient depot
#

yeah

balmy thorn
#

That's what I meant

civic sentinel
#

Will be really cool!

#

Got a few ideas 😎

balmy thorn
#

Actually gman might've been what spawned Big John, but yeah, pistols won't spawn.

ancient depot
#

yes that would have been gman

#

big john is aliased to monster_gman

balmy thorn
#

Also do we need to include vis files?

ancient depot
#

no

balmy thorn
#

Ok

ancient depot
#

they're not used currently

balmy thorn
#

gotcha

ancient depot
#

what entity did you use for the pistol?

fast ridge
#

infidel_1.flac

lusty dew
#

where can i find the Half Life BSP?

balmy thorn
#

I just added a generic entity and renamed it.

small gate
#

just gonna leave this here

ancient depot
#

You can find Half-Life's BSPs in valve/maps in your Half-Life game folder

long anchor
lusty dew
#

thanks mate

long anchor
#

at least light entity works

ancient depot
#

Lightmaps are wonky with Quake 1 & Half-Life BSPs, we're still trying to fix that

#

I recommend double checking maps in Quake for lighting

#

If it looks correct in Quake, it'll look correct in Dusk once we fix the problem

lusty dew
#

do i copy and paste all the BSPs into SDK/mnt/yada yada yada?

ancient depot
#

Yes

gritty forge
#

It's so great to see developers actually supporting modding unlike Nintendo and other companies like them trying to sue modders

balmy thorn
#

Any idea why certain items won't spawn? The serum won't spawn either.

long anchor
#

Zombie, wad is supposed to be used in trenchbroom or i should put it somewhere?

ancient depot
#

Even through pickup_serum?

long anchor
#

me dum dum

ancient depot
#

Can you send me a map?

balmy thorn
#

ok

ancient depot
#

@long anchor it's a property on worldspawn

#

"wad" "dusk.wad"

small gate
#

totally going to be injecting this on my dusk.wad (fixed the hair sry)

long anchor
#

yep it listed there

#

dusk.wad

half dust
#

When I load my map it's black for a second then puts me back on the loading scream but with the in game HUD.

#

Not sure what I'm doing wrong.

long anchor
#

it failed to load

honest stag
#

what did you make the map with?

half dust
#

TB

balmy thorn
#

Same happened to me until I switched to the quake 3 map format and a new compiler (at the same time, so I don't know which of those was the real issue).

honest stag
#

only time my map wasnt loading is when player info start wasnt present

half dust
#

I have info_player_start from Quake. Maybe thats why.

lusty dew
#

how do i fox the lack of textures?

honest stag
#

i mean i have it but it works

#

map compiled and all that good stuff?

half dust
#

I think so.

long anchor
#

I have info_player_start from Quake. Maybe thats why.
mine works

half dust
#

Maybe because I have no level end trigger.

long anchor
#

i don't have textures tho

#

i don't have level end trigger too

honest stag
#

weird stuff

half dust
#

Hmm

long anchor
#

and it "works"

#

have you replaced the dll?

half dust
#

Wait what?

honest stag
#

dll?

long anchor
#

At first maps didn't work and Zombie sent the dll fix or something

half dust
#

This is news to me.

long anchor
#

uhm

#

1 sec

raven kiln
#

Do you know any tutorial about

#

How to use dusk textures and dusk stuff in trenchbroom

#

I am new to this programm and I have been sitting for a while

#

Trying to find the solutions

#

Solution*

half vessel
#

@small gate obsolete

viscid sinew
#

Guides are on the way

long anchor
#

That thing

honest stag
#

download the dusk.wad
in trenchbroom, choose Face on the right panel
down below there should be a texture collections thing
add the dusk wad to it

raven kiln
#

Ohhhhh

#

Ok

#

Thank you very much

still raptor
#

@half dust if you send us an output log when you get that issue, we can troubleshoot it

#

I wouldn't just be using random dlls lol

small gate
#

@half vessel now theres a good reason to get that discord nitro

half vessel
#

that face haunts me

#

it's everywhere in the wc map pack

half dust
#

@still raptor Not sure how to do that.

still raptor
#

Try the dll actually, just consulted with zombie

#

Seems some texture offsets can cause that

#

There will be a patch for this stuff later today likely

half dust
#

I'm in. Now my map is just unlit.

long anchor
#

do you have textures?

half dust
#

Yes

long anchor
#

wtf

honest stag
#

lights need to be compiled too right?

#

i think?

half dust
#

I just haven't placed any lights.

honest stag
#

oh makes sense

half dust
#

Maybe if I add sunlight.

long anchor
#

lights need to be compiled too right?
i think?
yeeesss?

half dust
#

Oh the worldspawn has a light value but I guess its not inherited.

torpid agate
#

that dll helped me out

half dust
#

Hmm, no sunlight.

#

@still raptor Should it be pitch black?

long anchor
#

everything except textures works fine for me.

#

actually let me check if sunlight works

honest stag
#

so uh
i want to use the uv editor thing to properly allign textures but it's empty
how exactly do i make a texture appear there?

#

in trenchbroom

#

google gives no help whatsoever

ancient depot
#

New hotfix incoming for some bugs

  1. Fixed some items disappearing under the floor on spawn
  2. Fixed some maps not loading their textures properly
  3. object_forklift is no longer rotated onto its side
honest stag
#

sick

still raptor
#

No , it means your light build might be wrong

#

Did you bake it?

long anchor
#

@half dust sunlight works for me

ancient depot
fluid nimbus
#

is the fix on steam or I have to download that

ancient depot
#

It'll be on steam whenever the next patch drops

fluid nimbus
#

kk

ancient depot
#

gotta wait for David to wake up and do a build

half dust
#

I'm using the Quake compiling GUI.

#

I thought that was supposed to do that.

still raptor
#

Well specifically your light has built incorrectly if the map is pitch black

#

Or you don't have enough lights

fluid nimbus
#

click on any of the brushes and change the light

#

to have some ambient light

#

oh man, I tried turning off the dusk mod

#

font is ded

ancient depot
#

yeah we need to lock dusk on lmao

fluid nimbus
#

it auto turns back on if you load a campaign level

hollow laurel
#

aaah, 15 minutes of work, then 30m-ish of commute, then i can actually start porting and starting to finish my old quake stuff

fluid nimbus
#

I wonder, is there gonna be a way to change the menu background and UI in later builds?

supple cradle
fluid nimbus
#

or before the open source version whenever that comes

hollow laurel
#

barely got stuff set up this morning before leaving (and thankfully texture wad now since i for some reason used hlbsp for quake maps)

ancient depot
#

So the .dll worked for you?

#

Very interesting

long anchor
#

h o w

ancient depot
#

It's not working for some people

supple cradle
#

yes, I just replaced it

#

I also have the palette.lmp right outside the maps folder, like you said. Nothing else.

fluid nimbus
#

I found the crowbar hit audio 👀

#

what's the name of the sound file for melee hits

#

ain't in the sickle folder

half dust
#

File: ChapeloftheDamned.bsp
************ ERROR ************
LoadEntities: not 2/3 values for _sun_mangle

#

What does that mean?

unborn karma
#

Where is the Mandrill Maze

lusty dew
#

Where are the Quake BSPs located?

torpid agate
#

in the pak's

fluid nimbus
#

anyone knows the name of the audio file for hitting things with melee

torpid agate
lusty dew
#

What do I do with the PAKs?

torpid agate
#

you gotta open them using a software that opens paks

#

i use winbspc

fluid nimbus
#

well I replaced the metal box sound with HL1 crowbar sound

#

since I can't find the melee hit sound

half dust
#

I have seen the light!

fluid nimbus
#

don't have anything that can record a video with sound tho

half dust
#

I have no textures tho.

fluid nimbus
#

is it a quake 1 format map

half dust
#

Yeah

fluid nimbus
#

do you have the palette.lmp in your mod's folder

ancient depot
#

Maybe we should add a feature that automatically grabs palette.lmp from Quake on Steam if you own it

fluid nimbus
#

i have quake on steam

#

it didn't have palette.lmp in it

#

for some reason

ancient depot
#

It's inside PAK0.PAK

fluid nimbus
#

ah

#

yeah idk how to open that

#

the loading issue with arcane dimension didn't get fixed yet right

ancient depot
#

nope

half dust
#

Am I supposed to put that pallet somewhere?

fluid nimbus
#

oof

#

put it in the mod folder

#

where your map and texture folders are

#

I think I'm just gonna continue making textures & models until there's a clear way to make maps without palettes tbh

honest stag
#

huh the dll file fixed the loading screen thing cool

#

actually works

half dust
#

Holy shit!

still raptor
#

You can pretty easily make a map without a palette

half dust
#

I have textures.

still raptor
#

I'll write something up later

half dust
#

Thanks!

still raptor
#

I'm out

fluid nimbus
#

I tried making a quake 3 map in trenchbroom and it wont let me import textures

honest stag
#

btw flames your map looks amazing

lusty dew
#

do i have to extract everything from PAK00 and PAK01?

civic sentinel
#

Is it just me or is this build quite stuttery? Not feeling as silky smooth as dusk normally would? I’m guessing this is because it’s beta?

half dust
#

It lags like crazy for me.

honest stag
#

yeah had the same

half dust
#

I thought maybe it's because some entities are messed up or something.

#

I have a random floating switch in the middle of nowhere.

#

Not sure where it came from.

honest stag
#

... holy shit same

#

there is just a switch in my name

#

map*

civic sentinel
#

Yeah all the custom maps that I’ve loaded stutter a lot, I’m glad I’m not alone aha I’m sure it’ll be ironed out though

fluid nimbus
#

have peoples uploaded their maps yet

last talon
#

is it finally HABBEDIG??

#

oh yes it is

#

time to load q1 and see how fucked it is

honest stag
#

some, yeah
after watching other people's maps i dont want to show my "ass spaceship" to anyone ever lol

tepid flint
#

gUyS i JuSt FiNiShEd DuSk So ExCiTeD fOr ThE aSs DeE kAy

last talon
#

Vriska you new to mapping or a returning one?

honest stag
#

new
basically when i heard about dusk sdk i started screwing around in trenchbroom for the first time
spent like a month learned barely anything but made a very shitty map, now i'm making a "sequel" which will be a lot better hopefully

last talon
#

thats how it starts :D

long anchor
#

almost the same for me ^

last talon
#

shouldnt ever be ashamed of what you do even if it's just two sticks crossed in an empty room you still made it

#

only way is up

long anchor
#

that's true

fluid nimbus
#

so did anyone upload a dusk format thing for trenchbroom yet

honest stag
#

yea guess so
i hope to make a full on episode step by step

last talon
#

go for it

#

wouldnt mind for single player content

long anchor
#

i always say something like this to myself when i try something new @last talon

last talon
#

uhh.. does this already support jack?

fluid nimbus
#

I want to make a map pack with a single player hub you come back to that changes as you progress, prolly gonna have to wait for scripting

last talon
#

I havent even looked at it yet

#

hmm it should tho

#

if I can just get it set up right which wont happen on the first time lol

ancient depot
#

@fluid nimbus Yes, hubs are a bit complex to do "the right way", they'll probably be added when we support Half-Life style map transitions

fluid nimbus
#

I think I'm gonna need proper scripting for what I want to do anyway

long anchor
#

there will be HL map transitions????

#

oh god

ancient depot
#

And I can confirm there do seem to be some stutter issues, we've noticed it internally

#

It's under investigation

fluid nimbus
#

any idea what's gonna be added in the next proper patch?

ancient depot
#

Custom models, most likely

fluid nimbus
#

ayy

ancient depot
#

The next update on Steam will just be a hotfix though

#

Just to clarify that

fluid nimbus
#

kk

half dust
#

What the big mages called?

ivory magnet
#

Mages with a capital M

#

🙂

long anchor
#

heh

half dust
#

wizard?

ivory magnet
#

from what i remember, yea

viscid iris
#

Mods works on gog too?

ivory magnet
#

if the build's been uploaded to gog already, yeah.

#

the only thing the gog version won't ssupport is the steam workshop

last talon
#

was gonna load up quake but then I remembered that the maps are still in the .pak and just decided to play Dark Souls andrew

ivory magnet
#

for very obvious reasons

viscid iris
#

Mmm so how can download them if ppl only put on workshop?

verbal peak
#

i think moddb and nexus will be the real hubs for maps and mods. workshop will be secondary

ivory magnet
#

that's gonna be a bit tricky unfortunately

last talon
#

think so too because tbh workshop is horrible to browse and use

ivory magnet
#

yeah, you gotta hope or ask the author to uipload the mod to a 3rd party site

#

yeah i hope the modding community chooses something like nexus as their main place to go

last talon
#

kinda hoping steam workshop will be where the memester mods are

#

and the real ones somewhere else

ivory magnet
#

steam workshop is kinda blegh other than it being easy to access

last talon
#

so you dont have to wade through shit

viscid iris
#

Mmm gotcha, don't think that modders will want to make a mod only for one type on users, or i hope so

last talon
#

if they do its their bad really

ivory magnet
#

if all else fails you can always ask a friend or someone on here to download the mod for you

viscid iris
#

Ah ok, it will work then. Yeah a friend of mine have it on steam so I'm covered in case

gritty forge
#

tbh i don't blame people uploading mods one place only. Once you have more than one mod made it gets tiring to upload threads and stuff in many websites every update

ancient depot
#

Patch is out

#

Restart your Steam clients if you don't already have the update

long anchor
#

i accidentally turned off discord lol

ancient depot
#

Still?

#

Are you absolutely sure you have the patch?

long anchor
#

yep

#

just downloaded 5.5 mb patch

#

5.6*

ancient depot
#

verify cache?

long anchor
#

nice idea

ancient depot
#

For reference, the patch is 23mb on my end

long anchor
#

that's strange

#

ok it downloaded 1 file, 1.3 kb

#

nah

#

i'll restart steam again

ancient depot
gritty forge
#

Achivement Unlocked!

long anchor
#

Achivement Unlocked!

true vale
#

Achivement Unlocked!

hollow laurel
#

woo

long anchor
#

that's super strange

#

it works in quake, but in patched dusk

#

also it works on your end

ancient depot
#

so uh

#

UI seems to have been broken by this patch?

#

the HUD doesn't work and the mod menu shows the default HDusk joke screen

gritty forge
#

Zombie plz

long anchor
#

is it?

ancient depot
#

gonna verify integrity

long anchor
#

it works

#

or it didn't actually update

#

lol

ancient depot
#

lmao

#

no UI issues on your end?

long anchor
#

nope

ancient depot
#

just me then, that's a relief

fluid nimbus
#

there's a HDusk screen?

#

👀

ancient depot
#

yeah the mod menu has placeholder text that says HDusk

fluid nimbus
#

lmao

ancient depot
#

you never see it because it gets cleared before it's shown

acoustic hedge
gritty forge
#

the claw that shoots the pewpew

acoustic hedge
#

oh cool

#

Can we load it up since its in the SDK files?

ancient depot
#

not yet

fluid nimbus
#

That's a really crusty texture

ancient depot
long anchor
hollow laurel
#

oops

#

i validated just in case, had two :p

#

also, duskdude is pretty tall :p

#

but, map at least loading, with textures :D

long anchor
#

actually i'll try to play q1 maps

#

let's see if they have textures

gritty forge
#

No graphics

fluid nimbus
#

oof crash when loading Q1 maps

ancient depot
#

nani

#

which map?

fluid nimbus
#

the first one that showed up, had ac in the name

ancient depot
#

ac?

fluid nimbus
#

I just yeeted the id1 folder in the mod folder for reference

ancient depot
#

oh

#

that's not a map

#

some "bsp" files in quake aren't maps

fluid nimbus
#

oh nvm it's arcane dimension

#

ah

ancient depot
#

like b_rock2 or whatever it's called for example

gritty forge
#

leme just make models in the map editor - someone at id

ancient depot
#

pretty much

half dust
#

I changed some entities and now it's taking forever to compile.

fluid nimbus
#

how do you even open the .pak
or wherever the default quake maps are

ancient depot
#

You can use a program called Slade3 for that

fluid nimbus
#

kk

ancient depot
fluid nimbus
#

"mancubus"

#

hmm

#

thanks

gritty forge
#

it will fire medium speed projectiles at you watch out

long anchor
#

@ancient depot quake maps don't have textures too

gritty forge
#

Slade3 is the standard Doom mods pk3 editor, highly trusted

fluid nimbus
#

but what projectile

ancient depot
#

@long anchor missing palette.lmp?

long anchor
#

uhm

#

maybe

ancient depot
#

or maybe it's in a mod folder that isn't turned on

spiral nexus
#

hey I am not really sure if this is really right place to ask, but would it be possible to make info_player_teamspawn behave as a normal spawnpoint to add compatibility for TFC maps?

ancient depot
#

It would

#

We can do that in the next patch

long anchor
#

palette.lmp
what's this btw

ancient depot
#

It's the Quake colour palette

spiral nexus
#

Cheers a lot! @ancient depot

ancient depot
#

The textures in the BSP don't actually have colours in them

hollow laurel
#

for all your brown needs

#

:p

ancient depot
#

They just refer to colours in the palette

long anchor
#

ok

ancient depot
#

So we can't load the textures without the palette

hollow laurel
#

just google "quake palette.lmp" to find it

drowsy pier
#

Been grinding on this shit for like 13 hours now

long anchor
#

and where do i put it? maps folder?

hollow laurel
#

in the mod root folder

long anchor
#

ok

fluid nimbus
#

wtf is up with the framerate

hollow laurel
#

so /mnt/local/[mod]/

long anchor
#

yeah got it

ancient depot
#

just added support for info_player_teamspawn, it'll be in the next patch

hollow laurel
#

just wanted to be sure :3

long anchor
#

ok, quake maps work now

#

thanks

spiral nexus
#

Great, looking forward to it 👍

hollow laurel
#

yay

fluid nimbus
#

HUUUH
you can get achievements from modded maps, even when using cheats

#

just accidentally got pacifist, untouchable and another one

ancient depot
#

yup

fluid nimbus
#

low tech

long anchor
gritty forge
#

First thing I'm gonna do when I have the time is replace some weapon (and maybe enemy) sounds.

civic scarab
#

Recreate orange map pls

long anchor
#

i just put quake palette in my mod folder and now it works

hollow laurel
#

hmm.... i really need to embiggen my map

#

(embiggen is a better word)

vale vessel
#

hate to ask, but how do I access the sdk?

fluid nimbus
#

check the pinned

long anchor
#

pinned messages

vale vessel
#

cool

long anchor
#

indeed

vale vessel
#

its going to be a long road ahead

fluid nimbus
#

get beta, press launch from the steam library, select dusk sdk, launch

long anchor
#

i think you need secret code to access it

hollow laurel
#

well, "secret" :p

long anchor
#

oohatinybarn

#

but tsssss

#

no one should know

hollow laurel
#

think it's just a cover-asses thing, so that people don't expect it to be a finished or fully working thing :p

gritty forge
#

Know what?

fluid nimbus
#

it's literally called a beta

long anchor
#

it's so beta that it didn't work at some point

#

oh i'm rat now

verbal peak
#

congrats!

hollow laurel
#

neato

ancient depot
#

man what a night

hollow laurel
#

well, you did good :3

#

just don't forget to rest ._.

ancient depot
#

at least those bugs were easy to fix

long anchor
#

ok that was offtop

ancient depot
#

...mostly

long anchor
#

so

#

puting quake palette is solution?

ancient depot
#

It's a necessity

#

It doesn't even really need to be the Quake palette, you just need any valid palette.lmp so the game has some colours to work with

#

In the future we'll embed a palette into the code so that won't be necessary

gritty forge
#

Zombie IT department is successful once again

fluid nimbus
#

can it be a palette with every color ever

ancient depot
#

has to be a 768 byte file with 256 colours (24-bit RGB)

long anchor
#

It's a necessity
then sorry for bothering you with nonexistant problem

fluid nimbus
#

oof

ancient depot
#

Nah there was definitely a bug that I discovered relating to textures when I first ran your map

#

I had a palette but it still didn't work at the time

gritty forge
#

Guys guys stay with me, Quake Palette but brown shades are replaced with pink

hollow laurel
#

well, guess when png stuff working properly you won't need it?

long anchor
#

ah i see

hollow laurel
#

since, as some have said, the quake textures don't really have any colour data

fluid nimbus
#

still looking forward to someone making a dusk profile or something for trenchbroom so I don't have to use texture wads to make maps anymore

hollow laurel
#

since og game limited to 256 colours

#

(and ofc palette shifting for stuff when needed)

vale vessel
#

hate to ask yet again, but I have no idea how 'up to code' the sdk is(considering it is in beta), so does it resemble an sdk for other games. I'd like to make maps for Dusk, but I'd like to hone in my skills so to speak

hollow laurel
fluid nimbus
#

the sdk is basically everything but a sdk right now

#

it's just a version of the game that run mods

hollow laurel
#

dusk can handle q1/q3 bsp's along with hl bsp's

ancient depot
#

@hollow laurel

well, guess when png stuff working properly you won't need it?
Yes and no

#

You'll just have the option of loading PNGs instead of the embedded ones

hollow laurel
#

and bsp2 (which is not quake 2's format)

#

ah, okay

ancient depot
#

Yeah, BSP2 is an extended version of Q1BSP

#

It can support huge maps

hollow laurel
#

hmm

#

shit

#

now i feel a need to convert to that... only wondering how much of an arse moving from hlbsp

#

(i didn't know about bsp2 when i started making these, so hlbsp was just... well, extended upon original q1 bsp)

supple cradle
#

Man, thanks to Darth Zombie and everyone involved for patiently answering our questions and shit ❤️

hollow laurel
#

oh yeah, this is totes swell

long anchor
#

t h a n k s

ancient depot
#

@hollow laurel If you use ericw tools it's as easy as adding -bsp2 to the compile settings

hollow laurel
#

oooh

#

neat

long anchor
#

is it possible now to make a proper sky box?

harsh swift
#

so

young prairie
#

Dusk Workshop support when

harsh swift
#

any notable mods yet

ancient depot
#

skyboxes aren't supported yet

#

but you could fake it with a huge box surrounding your map I guess

hollow laurel
#

well, at this point it seems to be mostly memes :p

long anchor
#

ok

harsh swift
#

Lol

fluid nimbus
#

do you need wads for trenchbroom regardless of map format or there's a format where you don't need to use wads, not even for editing

hollow laurel
#

well, i was already planning to add stuff like that since i do like 3d skyboxes

long anchor
#

gonna make underground level then, uhehe

hollow laurel
#

you'll need the wads to make textures show up, but it loads stuff in relation to where the maps are

ancient depot
#

@fluid nimbus Quake 3 BSP is the only one you don't require a wad for currently

gritty forge
#

make sewer levels

fluid nimbus
#

I tried quake 3 format and it wouldn't let me import textures

ancient depot
#

But Quake 3 BSP isn't fully supported yet so I don't recommend going with that over Quake 1 BSP

fluid nimbus
#

then again I don't own Q3

long anchor
#

nooo not sewers

ancient depot
#

You need to convert the textures from TGA to PNG

fluid nimbus
#

is there anything beside the weird bezier stuff that's broken tho

hollow laurel
#

so, i setup a dusk game thing in trenchbroom (with a way too large icon), setup folders and such, and it finds the quake and dusk wads for me

ancient depot
#

Yes

fluid nimbus
#

ah

hollow laurel
#

ponders if he should retexture to use dusk textures instead, since DUSK

#

since i still need to expand the map, due to duskdude being really fucking fast :p

fluid nimbus
#

still doesn't do anything when I drag in trenchbroom

vale vessel
#

does q3 have any real advantages?

ancient depot
#

Quake 3 BSP support currently lacks:

  • Crucial entities (like teleporters)
  • Collision brushes (it just uses the visual geometry for collision right now)
  • Shaders (some textures will load, but most will show up as missing because the shader tells the game which textures to use)
  • Bezier surfaces
fluid nimbus
#

not having to use wads and right now that's it I think

#

ah

ancient depot
#

Q3 BSP has major advantages

fluid nimbus
#

so there isn't really a way to use external textures without shit breaking right now

ancient depot
#

It loads much faster because we don't have to generate lightmaps
It has native support for full colour lightmaps
Collision is much more robust and tweakable
And you can use external textures really easily

#

Well basically

#

we only support textures in the root "textures" folder for q3bsp right now

#

So if you have textures in say, textures/space/, they won't load

#

you need to move them into textures/

#

and they have to be PNG or JPG, no TGAs

fluid nimbus
#

yeah I know
it's just that I can't use external textures on anything beside Q3 as far as I can tell

ancient depot
#

Correct

#

But we'll be fixing that

torpid agate
#

that texture folder trick worked for return to castle wolfenstein

fluid nimbus
#

kk

ancient depot
#

Wait, RTCW maps load?

fluid nimbus
#

I'll just make more textures and models since then

ancient depot
#

?????

torpid agate
#

yesir

ancient depot
#

I haven't even tried those

#

holy shit

hollow laurel
#

hah

#

awesome

torpid agate
#

lemme pull up a screenshot

gritty forge
hollow laurel
#

guess they just added various triggers and such then

#

it did feel very quake 3-y

gritty forge
#

It was pretty much as brown

hollow laurel
#

more thinking the feel of the game :p

#

apart from slower player

half dust
#

I've got some really weird stuff happening like the rotating doors are all over the place and the scarecrows are lying down.

gritty forge
#

they tired

#

😴

small gate
#

you'd be tired too if you had to stand up and still for days waiting for the god damned intruder

ancient depot
#

rotating doors aren't supported yet

hollow laurel
#

and cat decides to be extra annoying now of all times

ancient depot
#

atm a rotating door just spawns as a func_illusionary so it doesn't block your way

#

scarecrows lying down is... odd though

half dust
#

It's the scarecrow that you can like wake up you know.

ancient depot
#

oh, monster_scarecrow_post?

half dust
#

yeah

torpid agate
ancient depot
#

guess we'll need to rotate it on spawn

#

thanks for the report

half dust
#

Cool

gritty forge
#

Nice dude

torpid agate
#

Some of the textures missing when I converted Wolfenstein textures to png

hollow laurel
#

think i'm waiting for a proper fgd before mucking about with stuff (along with hopefully trenchbroom displaying models), so now just to test some things...

fast ridge
#

I am going to replace every single sound in Dusk with me poorly imitating the sound

fluid nimbus
#

I still don't know what's the name of the sound file for hitting things with melee

#

cause I have the half life crowbar sound

#

and I'd like to make the best possible use of it

gritty forge
#

You can go the hardway and listen to all of them

long anchor
hollow laurel
#

huh, there's a pic of dave's cat

gritty forge
#

science

hollow laurel
#

aw yeah

long anchor
#

@ancient depot for some reason texture "dirty_ceramic_ti" is missing when i load the map

#

^

gritty forge
#

you should look for very_important_texture.jpg

toxic forge
#

someone try Sepulcher form AD

gritty forge
#

Isn't that the map that performed like garbage before it was optimized?

#

Or maybe it was the swamp one

hollow laurel
#

hmm.... might just keep with the quake textures for some stuff, due to theme

toxic forge
#

biggest Quake map sofar

ancient depot
#

@long anchor Are there any other truncated textures you're using?

#

Or is that the only one?

gritty forge
#

oh yes, the one that was taking hours to compile

toxic forge
#
  • obligatory HD texture pack hayesmJackTramieLUL
ancient depot
#

(as in, the name being truncated to 16 characters)

long anchor
#

hmm

fluid nimbus
#

dusk HD and every texture is literally just pictures of real life surfaces

still raptor
#

Also yes we'll have an fgd eventually, everything is just very WIP right now

fluid nimbus
hollow laurel
#

nooo

toxic forge
#

yes

long anchor
#

god noo

fluid nimbus
#

this is HD big john

hollow laurel
#

and yeah, exptected that 500_Pts

fluid nimbus
#

exptected

long anchor
toxic forge
#

HD texture packs are the biggest shit ever made, DUSK needs them to be complete

long anchor
#

@ancient depot

ancient depot
#

I assume it's dead_pine_needl in the editor

long anchor
#

maybe

gritty forge
#

In the future, will there be tools to edit Dusk code?
Using dnspy is only fine for small tasks

long anchor
#

nope it's needle

fluid nimbus
#

custom script is planned iirc

gritty forge
#

@gritty forge yes

ancient depot
#

oh right nevermind, massive brain fart there

gritty forge
#

Cool

ancient depot
#

ok hold on, gonna try something

gritty forge
#

Quake movement for Dusk here i come

long anchor
#

same with decay_bricks2_n

gritty forge
#

not every day Zombie is active in chat dance

#

Since ZScript is pretty much C# it will probably take me little time

toxic forge
#

we need custom scripting so we can format peoples drives with C# rgtCreep

ancient depot
#

Custom scripting isn't gonna be C#

toxic forge
ancient depot
#

Way too complex to sandbox that

gritty forge
#

Oh no!

#

Lua?

ancient depot
#

Nein

hollow laurel
#

hmm

gritty forge
#

Good

hollow laurel
#

html

ancient depot
#

Currently it's C

gritty forge
#

i hate lua

#

C is fine

ancient depot
#

But in a custom VM

hollow laurel
#

not that i know c, but at least the syntax is common enough

#

(i work with one of the most dreaded languages.... guess which)

ancient depot
#

Java? JavaScript? Python?

hollow laurel
#

no yes no

#

web dev :p

gritty forge
#

still better than Lua

toxic forge
#

Python

hollow laurel
#

also, bit surprised no one said php

toxic forge
#

QBasic

#

best language

hollow laurel
#

think i tried that a bit as a wee lad

#

like.... 24 or so years ago

fluid nimbus
#

c# is all I know oof

hollow laurel
#

well, at least it has some common ground with c

gritty forge
#

C# is just C but more convenient

#

For the most part

ancient depot
#

C# is very far removed from C

gritty forge
#

you'll be fine

hollow laurel
#

since so many languages inherit some syntax from c

#

c is way stricter iirc, so no fuckups :p

ancient depot
#

Not at all

#

C is quite loose

#

C++ is the stricter one

hollow laurel
#

just that it'll shit itself at runtime?

ancient depot
#

Yeah

fluid nimbus
#

how close is c to c# in syntax

hollow laurel
#

instead of the compiler going "no! bad programmer >:| "

toxic forge
#

AngelScript macawKojima

ancient depot
#

There are similar syntactic elements in C and C# but you wouldn't be doing yourself a favor if you tried to compare them while learning

fluid nimbus
#

ah

hollow laurel
#
1 == "1" evaluates to true
ancient depot
#

uploading new dusk wad @long anchor

hollow laurel
#

holds flashlight under face

half dust
#

Is it supposed to take so long to compile? I feel like it's not.

ancient depot
#

it'll appear here when it's done, for now I gotta go for a little bit

hollow laurel
#

yeah, my compiles go wroom so far, though my map is pretty small so far

gritty forge
#

You can try reading some C, see how you feel about it.
Go through the Quake engines source code

hollow laurel
#

since built around quakeguys movement speed

ancient depot
gritty forge
#

As a mostly C# person i fell very comfortable reading C after an initial impact

crude cedar
#

lmao they nylar assets are called "nargle"

hollow laurel
#

y'know, having this level of support is awesome, but don't wear yourself out man ._.

#

nyarlathotep you mean? :p

crude cedar
#

ye

hollow laurel
#

(i hope i spelled that correctly)

#

was just having fun :3

gritty forge
#

C be like: pointers bro

fiery badge
#

Sup bois

hollow laurel
#

yo

crude cedar
#

I copied all of my files into a safe folder so I don't taint my game forever

fiery badge
#

And gorls

gritty forge
#

Pointers gud

crude cedar
#

and I see "nargle_death"

#

or something to that degree

long anchor
#

@ancient depot thanks for new wad. Also, how to make door opening sound and message? For sound i just typed door_metal in sounds option but it didn't work

fiery badge
#

Any new maps that have been made

ancient depot
#

we don't support those fields on func_door just yet

hollow laurel
#

well, working on converting :p

long anchor
#

lol okay

hollow laurel
#

some stuff i never released

ancient depot
#

func_door was implemented like, the night before release lmao

hollow laurel
#

apart from sending to a few mates to let them have a look

fiery badge
#

SDK still needs some work

ancient depot
#

indeed, lots

fiery badge
#

But it's pretty fun so far

hollow laurel
#

think that's the point of it being in super-alpha :p

fiery badge
#

I say the most important thing that needs to be implemented is saving

gritty forge
#

we need funko_pop for cibi Dusk Dude

crude cedar
#

who's save file is this where they haven't done anything in e1

still raptor
#

saving is like the least important right now

#

theres a lot of really core functions that need to be taken care of first

#

but all will come in due time

plain rain
#

Will we get access to the Dusk levels when it goes open source or on the full launch of the SDK?

half dust
#

Can someone tell me what kind of map compile times they're getting.

fiery badge
#

Guess I'm a dumbass lol

half dust
#

Mines like 25 minutes.

still raptor
#

no no

#

i mean for our workflow

#

to a user, saving is very important

#

but we need to work on a lot of huge missing features, like supporting external textures, etc

#

custom models

fluid nimbus
#

external textures support would be lit

#

didn't someone make a dusk profile earlier for trenchbroom

#

that'd be nice to have

hollow laurel
#

mine is super-basic

crude cedar
fluid nimbus
#

I just don't want to look at a texture wad ever

hollow laurel
#

as in a copy-paste of the generic one

fluid nimbus
#

ah

#

rats, rats, we're the rats

fading wedge
#

Is there any list as to what quake mon_entity equates to what dusk enemy?

still raptor
#

yeah @hollow laurel has the right idea if you absolutely need it right now

#

but we will release an official one after doing the proper work for it

hollow laurel
#

just follow the docs and chuck the one you make into the [userdir]/appdata/roaming/trenchbroom

still raptor
#

you CAN get it working, but theres a lot of work to get it perfect

hollow laurel
#

oh yeah

still raptor
#

including having properly formatted models, the works

hollow laurel
#

had an idea earlier to edit the quake fgd, opened that and went nooooope

fading wedge
#

already saw that ogres get converted to scarecrows and fiends into wendigos, which makes sense

hollow laurel
#

imma map

half dust
#

@ancient depot Should it take like half an hour to compile a map? It only took a few seconds before I started adding Dusk entities.

still raptor
#

no it probably shouldnt

hollow laurel
#

though, the fiends become chainsaw dudes, which doesn't quite work with the balance of my map, but that's an issue for future tosoth to deal with

still raptor
#

what step of compiling are you on

half dust
#

WVis?

long anchor
still raptor
#

i would suggest skipping vis for now

#

as the game does nothing with it

long anchor
#

gotcha

half dust
#

Oh

hollow laurel
#

and i need various door/button stuff working anyhow to make the map work as i want (since otherwise the exit is about 3-5 seconds from start :p )

#

so, might as well, polish what i have geometry wise to work better with dusk's pacing

#

(also try to make some sort of massive 3d skybox, just because)

still raptor
#

lol

#

real skybox support will be added

hollow laurel
#

well, i do like.... looming things far off

still raptor
#

so you dont have to do that

hollow laurel
#

that you can see are sortof 3d

#

insinuating that i can draw

#

:p

#

think the word i used when describing the super-early map 2 i made to a friend was "monolithic"

#

as in, the sortof.... too big to be real, but it's there sorta deal

fading wedge
#

i mostly wanted to mess around with a lot of custom visual stuff, but looks like we're limited to stock dusk assets for now.

vale vessel
#

anyone know what game I should use as a base in trenchbroom?

still raptor
#

well you can do texture replacements

#

and any custom texture wad

#

so you arent really limited texture wise

#

but if youre talking about shaders and custom models, then yes, those will be part of future updates

hollow laurel
#

aww, can't paste image

gritty forge
#

console when dance

still raptor
#

id assume patch 1 jakob

hollow laurel
#

but, for my test.... the outer skybox walls are.... 18944 units wide

still raptor
#

dont quote me on that

cloud shell
#

where do I get SDK

still raptor
#

but it was mostly a matter of time

cloud shell
#

???

gritty forge
#

pinned

cloud shell
#

thank

half dust
#

Teleporters not working? hmm2

hollow laurel
#

hmm.... if it's not too much, some sort of insta-kill entity if people fall of a map? ._.

half vessel
#

just put a bunch of big johns down there

#

that'll sort them out

hollow laurel
#

🤔

#

hehe

#

problem would be end of level kill count

#

unless you make a thing to squish them.....

#

since, well, last part of map is past a point of no return

#

(unless you really muck about)

#

also...... how picky is the engine about leaks?

#

i mean, sealing them, but just curious

fluid nimbus
#

put a big john in the leak

echo loom
#

ok so I'm a noob with trenchbroom and I'm trying to figure out how to use the dusk wad

hollow laurel
#
  1. haha
ancient depot
#

@long anchor So I assume that wad worked?

hollow laurel
#
  1. you put the dusk wad (and the quake palette.lmp file, google it) in the root of the mod folder
#

say, i have my maps under /mnt/local/absolution/maps/, so the wads and lmp goes into /absolution

long anchor
#

@ancient depot yes, it's working

#

what was the problem?

ancient depot
#

Awesome, thanks
Basically I was truncating names to 16 characters instead of 15, so there was no room for a null terminator in long names

half vessel
#

jusk is now on par with like

#

those hl2 maps that just spam the hl1 gman face on everything

fluid nimbus
#

so, HL2

long anchor
hollow laurel
#

though, it did increase light compilation time to about 37s :p

long anchor
#

is that a skybox?

hollow laurel
#

yeah, they've said that there's issues with lighting

#

i made a massive box around the level

#

so i can have fun with 3d stuff there

long anchor
#

oh ok

hollow laurel
#

the floor/ceiling of it is.... about 19k x 19k units

fluid nimbus
#

just make it smaller

#

increase size to fit the map as needed

hollow laurel
#

doesn't work if i want far-away stuff

drowsy pier
#

Well my cellshaded project got super fucked up cause im an idiot, so now im working on HDusk

hollow laurel
#

as in, decorations

drowsy pier
#

HD high resolution textures

fluid nimbus
#

worry about that when you need it

#

what kind of HD textures

half vessel
#

did some testing

#

i don't think dopefish can be replaced

hollow laurel
#

already have at least one thing planned, but i also want some towering structures far away and such, because i just find that cool

fluid nimbus
#

dopefish is too powerful

half vessel
#

nor can the cult symbols

ancient depot
#

Yeah the texture replacement code is super hacky right now, it needs a bit of cleanup

#

Luckily does the job 99% of the time though

half vessel
#

well jusk is basically complete

hollow laurel
#

still, pretty impressive how easy it was (for me, mind) to get my quake maps run in this

half vessel
#

just need to do the sounds and wait for my friend to wake up to make more of these horrors

long anchor
hollow laurel
#

tired me spent about an hour this morning trying to figure it out

half vessel
hollow laurel
#

(tired me is very bad to figure stuff out)

long anchor
#

jusk when

crude cedar
#

holy shit

long anchor
#

indeed

half vessel
#

jusk soon

drowsy pier
half vessel
#

only thing missing is the mages

#

and cartdog which i don't think i can salvage

hollow laurel
#

hmm

#

run everything via that deepdream thing, make it a super-trippy texture set

fluid nimbus
#

gonna use this for a peach's castle type place

hollow laurel
#

nifty

fluid nimbus
#

it's 32x32 but it'll be stretched to be 16px per unit

hollow laurel
#

well, long as it's nearest neighbour it's fine :3

fluid nimbus
#

maybe more

hollow laurel
#

(one thing that annoyed me with so many quake ports, bilinear filtering....)

#

game was made for not that

#

:|

#

and dusk is great that, yeah, it's how it is

fluid nimbus
#

I'd turn off texture filtering in everything ever if I could

hollow laurel
#

no blurring of things

#

well, depends on resolution of art

fluid nimbus
#

if the pixels are big enough for me to see I want em square not blurry

hollow laurel
#

yeah

#

since you just lose detail otherwise

fluid nimbus
#

even if it's high res realistic shit I'd be fine with no filter

hollow laurel
#

by then you usually have normal maps, specular and so on, so you pretty much need it to look uniform

long anchor
#

@ancient depot for some reason this one trigger counts as two secrets

half vessel
#

god who even likes filtering

#

i don't think i've ever met a single person who actually enjoys it

ancient depot
#

There might be a bug in the secret trigger class

long anchor
#

what do you mean

ancient depot
#

It hasn't been tested so it's possible

long anchor
#

here i am, testing stuff 🙂

still raptor
#

thats what an alpha is for

#

ty for spending the time to help out

long anchor
#

ty for doing what you're doing

crude cedar
#

I directly replaced the rat's sound files but they don't seem to be working

hollow laurel
#

hmmm

crude cedar
#

same name of the files, same format

elfin warren
#

I'm having that problem too

#

Same name/format

hollow laurel
#

anyone know some not-arse way to make a sphere in trenchbroom?

crude cedar
#

this is all for a shitty meme

hollow laurel
#

might just be missing something

odd bane
#

oh boy time to make duskert bus

crude cedar
#

👀

odd bane
#

your pfp is blessed

true vale
#

hdusk here we go

odd bane
#

uh oh

long anchor
#

after doing this modding stuff i kinda want to play some sweet sweet duskworld

fluid nimbus
still raptor
#

some of the enemy sounds wont be moddable yet due to some structural issues

#

that will get shorted sortly probably

ancient depot
#

shorted sortly lmao

odd bane
#

i am blind

#

lol

#

wait

half vessel
#

@crude cedar is it the alert sounds

#

i'm fairly sure alert sounds don't work rn

crude cedar
#

Not just

#

I replaced alert sounds and attack sounds

half vessel
#

i got the death sounds working for the leathernecks

#

but i haven't tested it with anything else

crude cedar
#

rats have no death sound

half vessel
#

yeah

ancient depot
#

alert and attack sounds are what don't work, yeah

crude cedar
#

darn

#

I was gonna make a real good meme

odd bane
#

replace scientists with hl1 scientists

#

STAHP

long anchor
#

y e s

gritty forge
#

And make them deliberately step into hazards

half vessel
#

it was going to be jerma rats

gritty forge
#

for accuracy

half vessel
#

wasn't it

fluid nimbus
gritty forge
#

Super Dusk Brothers

crude cedar
#

no

#

grigori rats

odd bane
#

duskert bus is going to be epic

fluid nimbus
#

it's gonna be a retro game inspired mod in general, not just mario

crude cedar
#

this but with proper sounds

gritty forge
#

Desert Dusk sounds a bit better imo

odd bane
#

^^ no

fluid nimbus
#

desert hup

odd bane
#

n o

#

j u m p

fluid nimbus
#

8 hour of continuous bunny hoping

odd bane
#

o n l y w a l k

#

n o h o p

hollow laurel
#

yay, made a sphere

fluid nimbus
#

if you touch outside the road you die

odd bane
#

p u r e w a l k

long anchor
#

i've got super idea for the map

#

gonna make it rn

gritty forge
#

Jump! Epic synth riff plays

hollow laurel
#

just had to basically reverse-engineer a year old tweet

#

(also, just a thought, maybe allow people doing stuff to just paste images here, since it'd be nice to be able to post snips of stuff)

echo loom
fluid nimbus
#

can't you paste images here

hollow laurel
#

no

echo loom
#

imgur

hollow laurel
#

that's annoying

fluid nimbus
#

also sharex let you take a screenshot and automatically upload it

hollow laurel
#

compared to making a snip in win10

fluid nimbus
#

that's what I'm using

echo loom
#

that's the only image i'm using

hollow laurel
#

win+shift+s, mark, paste

half vessel
#

i just use printscreen and paint

fluid nimbus
#

it's basically windows snip but with auto upload

#

and video recording

gritty forge
#

I should learn some TrenchBroom, it is pretty epic

hollow laurel
#

it's quite nice

fluid nimbus
#

it's great

hollow laurel
#

i started making this in worldcraft

still raptor
#

you can post images directly once youve erned the rat rank

hollow laurel
#

and... i earn that how? ._.

still raptor
#

which just requires a day or so of active posting

hollow laurel
#

welp

#

shit

still raptor
#

youll get it soon

fluid nimbus
#

prolly will be even better when I figure out how tf to import textures in quake 3 map editing

gritty forge
#

Some dude is working on a Quake to doom map converter, i can't wait for it

still raptor
#

when your name changes color

hollow laurel
#

yeah

fluid nimbus
#

dragging png in doesn't work as far as I can tell

#

dusk to quake
quake to doom

hollow laurel
#

just quite used to just sharing stuff on some other discords :p

#

but, understandable you limit it on a server this large

fluid nimbus
#

doom to huh, zork

gritty forge
#

Wolf3D

fluid nimbus
#

.bsp to text description

hollow laurel
#

well, that's more or less a .map :p

fluid nimbus
#

no I mean
literally a text description

#

in sentences etc

#

like a book

hollow laurel
#

there we go, sphere

gritty forge
#

the virgin TB vs the chad HEX EDITOR

hollow laurel
#

just need to.... decorate it a bit, to make it menacing

fluid nimbus
#

angry sphere

gritty forge
#

Make it roll

hollow laurel
#

.-.

fluid nimbus
#

suggestion : servitor from destiny

hollow laurel
#

i'll wait for the fgd

gritty forge
#

And cue Indiana Jones music

hollow laurel
#

well, it's gonna have spikes and stuff

fluid nimbus
#

how do you get the 2D view windows open like that

hollow laurel
#

and, hopefully, be gameplay relevant (depending on how the tools do, might end up being more of a plot device)

fluid nimbus
#

I only have the 3d view

hollow laurel
#

hmm

#

honestly can't remember

gritty forge
#

Tosoth you got the role

hollow laurel
#

yay

gritty forge
#

You can post images

fluid nimbus
#

he joined the cult

hollow laurel
still raptor
#

oh lol

hollow laurel
#

wooooo

still raptor
#

look

#

you got your rank

hollow laurel
#

speak of the devil :p

odd bane
#

t h e s p h e r e

gritty forge
#

It just works

still raptor
#

told ya

hollow laurel
#

yeah, just was afraid it'd take way longer since I mostly lurk

odd bane
#

^

still raptor
#

nah you just gotta chat for like one day

hollow laurel
#

but, well, this actually gave me motivation to continue working on my maps

still raptor
#

yeah you have a really strong start, looking good

#

hopefully our tools will improve fast enough to keep up with you

hollow laurel
#

it's been very much an on-and-off project

#

as in, first map i did was a basic difficulty select map (since i wanted people just to punch the map name into console and play)

#

dates to.... 2013-09-19

fluid nimbus
#

I'm not really gonna start making an actual map in trenchbroom till quake 3 or anything that doesn't use texture wads is properly supported personally

cedar elm
#

I'm less excited about playing Half-Life or Quake in Dusk than actually playing a level pack designed for Dusk... Any chance people might be working on something like that?

fluid nimbus
#

also I still have to figure out how to import textures at all in Q3 trenchbroom

still raptor
#

that will be very soon martin

hollow laurel
#

which was map0, or, well, absolution_0.bsp (or, well, vis file)

fluid nimbus
#

ay