#dusk-modding
1 messages · Page 18 of 1
ohh
heh
ok
does the quake 1 maps spawn things in the ground partially for anyone else?
ok
I feel stupid here
same
How do I open the SDK
oh
I don't see anything on Steam
(i got annoyed prepping my stuff for someone to try, so i did this)
check stickies for beta branch code for steam
^
then check other stickies, and search this channel
I now see the pin icon in the top right
imma have a smoke, then play games to relax after a day of work, so might not respond much :p
but, others are sure to help
still having that error even though i fixed it
somehow not making it into a .bsp?
ohhhhhhhhhh
im setting the output to the trenchbroom folder
gn
it thinks there is no maps folder but there is a maps folder so it just puts the bsp into the trenchbroom folder?
Anyone checked if Dusk uses the regular monster spawner from Quake?
(To teleport in enemies)
so how do I use this wad for trenchbroom?
what would the entity be named in quake?
so is there a pallete map for dusk i could use for JACK?
all textures show up as black/white
I don't recall
O'

what happened
yeah there's trigger_teleport
there are also the Dusk teleporter pad entities
trigger_teleport will only teleport the player, the teleporter pads will teleport anything
even the level
so umm
be careful how you place them lol
also there are jump pads
level teleporting
so if you want to make a bouncy level... you can do that
that's some baba is you shit
time to create a map where you have to actually physically teleport the level lol
yeah @acoustic hedge
teleport... even the level?
duskdude is you map pack
fine jab I'll make something that fits within the rules
idk then
you physically move the rules
going to try copying the quake 1 palletemap over and see if that effects how jack displays them
light sources etc render fine
ingame
this is probably a long shot but I wonder if there's any way to convert serious sam levels to bsp
but all textures show up as black/white
hmm
despite this other games like HL1 will have correct colored textures
some maps for hl1 have textures and others dont
like xen doesnt have any but the hazardous course does
probably a bug
but im not sure
well jack is a level edior like hammer or trenchbroom
xen doesn't deserve textures
does anyone know how tall duskdude is?
everything from WGH on doesn't have texures in game though cause SDK can't load external wads yet
only the official dusk.wad
1 inch.
you could go off the mounted dusk folder to mount textures
look at pins david supplied us with a wad to use in level editors
oh the editor
does it fuck with the palette compared to dusk's campaign tho
since you're using the quake palette
so is everyone in the game
littleneck is actually bigger than you but hes just extremely foreshortened
unless they used that palette for the base game too
not sure
it wouldn't screw with the pallete any more than it not having any color to begin with
palates work in hl maps and zombie said they work in quake maps
So since we have to build levels in things like Trench Broom, how would we actually utilize things like Dusk's textures for level creation?
it's not that they "work" in quake maps
you outright need them to run quake maps with textures
@peak trellis check pins
there's a wad for dusk textures
also eventually the game will support external textures and we'll also get a dusk profile for trenchbroom iirc
Oh thank you
to not have to use wads at all anymore
Okay that'll be super helpful
I've never made levels and stuff like this before so i'm gonna have to really set aside time to learn this stuff
im trying to learn too
where are you guys putting the quake palate files?
Some HL levels don't have textures cause Dusk doesn't support .wads yet. That's coming though!
If it’s not in now, assume it’ll be in later
David, it isn't the best place to ask I'm sure since I'm not referring to mods when asking this but I forget is there a plan to ever have a multiplayer update
Like CTF and more maps
ah i'll take a look there then
well, darth zombie did say he was putting in support for the team spawn entitites
@ebon jetty unlikely for vanilla dusk, but possibly for the SDK branch, once we get networking in
oke dokey
it was a while ago when he talked about it
as for least feasible request: i'd like proper portals so one could do non-euclidian geometry (i'll go back to my things)
Also been having some weird audio issues
@hollow laurel yeah that uhhhh... probably won't happen lol
hehe, i know, but a man can dream :p
this is the error in jack i am having.
anyone know how to fix?
using the latest dusk.wad from pins
hey where do I load the dusk wad? I seem to be using a really old set up guide because I can't find where map properties seems to be now
The iteration time on texture swaps is painfully slow.
Click on the face tab to the side, press the + below texture collections, and select the dusk.wad
im using trenchbroom
figured it out i think
ah hella, thank you
for some reason the HL1 mode for the editor makes all dusk textures black and white
it's all black but at least it's good to have em lol
but quake mode makes them render properly
valve mode?
for me? no
yeah cause i want colored lighting in my map
quake has colored lighting too
Q1 editors ive used hasn't
This is a super basic question, apologies in advance: I bought Dusk through GOG, and am now learning about the SDK and mods—will I be limited without Steam Workshop access? Or should I expect mods to be accessible on Nexus or Moddb, etc?
expect to rely on third party sites, yeah. hopefully content creators have the foresight to use them instead of relying on workshop. weve been encouraging it from the word go
Cool, thanks
the last thing we want is GOG customers getting left out due to their choice of platform
so i know in Down on the Farm a basketball was able to trigger something on the hoop. i wonder if it would be possible to make a mod similar to Infernal Run in Doom(2016) & Uplink in COD franchises
im sure people will say anything is possible, so i guess this is more of a suggestion to any great modders here
imagine doing flips and throwing balls through a giant hoop while people shoot rivets past you
also, because calm bit, for my stuff i'm not doing anything apart from say linking here or to friends for feedbuck until it's done enough, then it's going up on moddb at least
apart from steam workshop, because eh
(also feeling a bit meh about nexus due to their history of security issues)
distribute it all on github 😎
well, that also works
and, due to things i have a decent amount of space on my google drive
did anyone firgure out the solution to getting the dusk wad textures to load?
well, there's been people with that problem before, do a search where you pick in: #dusk-modding texture
and you should find some various discussions and probably solutions'
(maybe we should build some sort of wiki thing at some point for this)
we could add onto the dusk wiki and add an sdk section
for troubleshooting stuff, since it does get a bit.... well, tiring to fix the same problem over and over ._.
so i got my map to load in quake https://i.imgur.com/x8sLgTn.jpg
but i cant get it to load in dusk
I can't upload a zip onto here... It's for all you modders out there.
HD Quake weapon sounds for you guys to use.
oh nice
just send a url to it instead so we can download it here
i could try messing with sounds first before mapping
HD Quake Weapon Sounds! https://drive.google.com/open?id=199UbrwAutkC71KF3KGL-DpOA0YTPv3hO
ty
And, no. They are not from Mindgrid. I did them myself.
nice
Wow, this server doesn't allow uploading of anything... What's up with that?
ask mods. but discord also has a 5mb upload limit if your not nitro
you're a white dude, you dont have many permissions
oh hey im a rat now
mr robot. is a rat, he's allowed a bit more
Why do we need this sort of permission? You guys can trust me. I would never give anyone a virus. I just want to show you guys some sound effects you all can use for your mods, as I don't have the skill to make a mod.
It's not you, it's people in general
just have to chat for a while to get rat
yeah you gain the ability to directly upload files at rat rank. its a small security measure for us while new users get acclimated to the server and how things work
i think i just got it
This is for everyone. File uploads get enabled automatically after a little bit of activity on the server
oh god. I just realized I had a space in my DUSK wad folder LUL
We will not make exceptions with this. Everyone will need to earn it by themselves
they sound pretty nice too
upload the file somewhere else on discord then link it
ez
Just a friendly reminder for everyone : while I'm sure everyone here has good intentions it doesn't hurt to give any files you download a quick antivirus scan before you launch them
an even friendlier reminder: even if the uploader is acting in good faith, you dont know if his computer is safe
Virustotal is always an option if you're in paranoid mode
thanks for the info
I just don't think anyone should be using 11kHz 8-bit sounds in a 2018 video game.
So, I am gonna solve that problem.
?????????????????????????????????????????????????????????????????????????????????????????????????
I... wasn't talking about your pc in specific tho?
I mean, I usually upload my own files to virustotal before even distributing URLs, I just take that as a general rule of thumb when dealing with this stuff
prob. a bit paranoid from early usb thumbdrive days
Okay so, first 24 hours of the SDK being out, what should I try first lol
im still shook from y2k
@acoustic hedge what happens when you load it in dusk?
Oh, hey @sharp portal, fancy seeing you here.
and trenchbroom is being wierd and exporting the bsp to somewhere i cant find
Make sure the mod folder is set up properly (see pins) and make sure your mod is ticked on in the modding menu
@iron needle Hey Dave, you think you could possibly pin my links when I put them up? I want people to use the HD sounds, since they fit better with Dusk's sound quality.
Maybe even check 'em out yourself?
https://i.imgur.com/bpP6CyN.png
Like this?
Pins are only for official mod stuff, otherwise it starts getting confusing
Maps under mymaps/maps
Oh... Could you add a channel for that, then?
i forgot to even though i did load half life maps
local/yourmodname/maps
Also, where's the code?
I mean to get the SDK...
on the pins
think of as a alpha release of the SDK
Which pin?
@gritty forge check the pins. Alsoz for other channels you'll have to talk to the admins about that
Wait, found it.
many features from Q1/HL1 maps aren't functional yet
Thanks.
func_doors that are locked in HL1 for instance
now i need to figure out lighting
it seems the buttons you run into in quake can't be operated in Dusk
@iron needle You're not an admin? You should be...
also func_buttons aren't activatable yet
@limpid minnow Try changing them into interactable buttons that are triggered with the use button.
hey possibly dumb question: does the wad need to be inside a steam folder for trenchbroom to understand it is a texture pack?
at least theHL1 variant
If Serious Dusk becomes a thing, I will shiet a brick.
Big James
cursed
YOUR A POOPY HEAD
Rude
lol
Dusk, more like Dump what were they thinking
You're not an admin? You should be... hahaha I don't disagree. Other people have other opinions though 😛
it seems the buttons you run into in quake can't be operated in Dusk yup that's on the list to add
i was just messing with Shadesman's Doom 2016 in Quake 1 mod in DUsk
just testing Shadesman maps in new Dusk SDK
the multi part doors open each section one-by-one 😛
pretty playable though
Question, how does one get BSP files? I only got the PAK files and google isnt helping.
Now all we need is some Doom models and this is good to go.
Don't go using sprites.
https://quakewiki.org/wiki/Quake_tools#PAK_Editors @ember wagon
i want some low poly 3d models that replicate doom weapons
i think that'd be way cooler than just some sprites
as long as it's not doomsday engine models
Not just weapons. Enemies.
Well yeah i'd imagine you'd just do what Dusk did
Doomsday models aren't even really trying to be aesthetically pleasing low poly stuff
they just look bad while trying to look good
Make them low-poly.
one other thing i noticed @iron needle is in places where you bring down a elevated floor (that acts as an elevator)
you have to look down and itneract again. usually in originals you would interact to bring down and it comes back up auto
Maybe make the viewmodels higher poly, like how in Doom the viewmodels are higher res than anything else.
Eh? Maybe. I like the idea of them being on the same level as Dusk's vanilla weapons in terms of their style
Is someone gonna make a mod that adds hands to the viewmodels?
I was actually thinking about that and how cool that'd be but also semi cursed
because then how do you do the flips for the weapons
On the fingers?
I meant specifically like pressing R and having stuff flip
you don't really need to follow dusk perfectly, instead of that do a terminator style pump
You right
it'll look just as kinect-y
I mean, I imagined it looking like how it's done in Terminator.
Will we be able to replace weapon animations 
Probably
Just make it so he tosses it up.
Custom weapons are gonna be supported
@balmy jetty haha, seeing that video thumbnail for a moment I thought one of my private testers leaked my doosk mod =P
I might make a mod that changes the name of the Assault Rifle to "Machine Gun."
Since that's what it is.
Nitpick mods
I'm waiting for full mod support so I can redo the soap launcher
low effort no name change smh
So im trying to export a bsp but it seems like trenchbroom cant find it when it gets to light.exe
Can you even change the name?
how?
localization files
Where is the sound folder?
Are you in the SDK beta branch?
\Dusk\SDK\mnt\local\dusk\sounds
you will have to make another folder in local and copy sounds to it if you want it seperate from dusk sounds
so guys, my issue with trenchbroom trails/hall of mirrors
\Dusk\SDK\mnt\local\HDsounds\sounds
like that
i feel dumb, but i guess it was running with my internal default gpu. i ran it manually with nvidia and it fine
Im having issues compiling maps
@chrome wagon you know what is funny about that clip? that is a Doom 2016 mod for Quake 1... ran in Dusk
now we need to use hexen2 textures or and blood sounds and the universe will implode
@hard pollen can you give me the texture for lain as jakob?
Maybe later.
I'll let you know when it's ready though.
hey I am checking the console for issues that I might be having, what is "Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'" because that is the only error comming up for my wad
I'm gonna make a full NB meme mod
is there any way to change maps with the generic format in trenchbroom to the quake format?
@iron needle I think you should use this sound in an update. It's the water splash sound, but recovered from SoundIdeas. https://drive.google.com/file/d/1ee3vZ67avjpc83TFDoq5H3MBgCFnrWaO/view?usp=sharing
...Can you model terrain in Blender and import them into TrenchBroom?
you'd need to export it as .map
Like just as a brush
that could then import
or if there's a way to do that what you said, and then just add stuff in TB later, i'd do that
HI CIVVIE
I don't get it
Who?
It's cancer mouse
Who?
WH@?
oh hey blender can just straight up do it
Is that an OC?
Clip taken from Civvie11's video, source material belongs to CV:
https://www.youtube.com/watch?v=gmibyRhYc5A
???
Stop putting cringe things in dusk
what the hell did you expect from the sdk
This was inevitable
it was necessary
has someone made the jerma rat mod yet?
Oh God
I'm the big john that makes all the rules
John Everything
oh jesus christ
dusk is now jusk
Can someone make little neck Dave already?
Would apply to all leathernecks but it'd be possible.
WHAT ARE YOU DOING IN MY SWAMP?
I have not touched the sdk at all yet. Can you rename bosses?
I dont think you can
mhm I think so
i dont think so
There's more important things though, like this.
No, Dave needs to be little neck. The way it was truly intended.
Yeah but you can dual Lain now.
okay for the intro modding, do I just need to name the video the exact same thing?
All it needs is new voice lines by Lain.
there are no strings for bosses
how can I get the .bsp quake maps
They’re in the quake pak files
so compliling?
Where I can get the SDK?
check pins @jagged moat it has the code for them in there
man!
making maps is hard!
imma learn this tho i'm rly hype
i made an offhand joke about a Dusk: Opposing Force the other day
but my idea's kinda sorta that
at least a bit inspired by HLOF
honestly idk why I am still getting these black textures but I will figure it out later. Also I don't really get how the movies work in the code because I am trying to change the movies into something memey but it doesn't seem to be taking
don't think changing movies is supported yet
the SDK is still kinda half-baked, they're basically making a whole system to swap things out at runtime without needing to touch Unity
damnit I can't make fake dos be Minnesota king pool 😔
so in general i wouldn't try to push it too much
(this is coming from me, whose entire thing is "push it until it breaks")
Big John but its Shrek
I look at the mods thus far and I am scared for the future
But am also excited for the total conversions that will come
i'm making a minisode about one of the soldiers in the platoon that was stationed to Dusk
5 maps, pretty short, hopin to be pretty spooke
https://i.imgur.com/pBD2dLz.png
I did it! I made a map! IT'S ALIIIIVE
gotta make that boss one of these broken "thinking" emojis
with two sub-emojis on each side
hell yeah
Anyone who wants to try and make a slaughter map or any brutal style map called SaDistiK? I just like the name and have no map experience...
why dont you make it yourself
holy hell would prob. be a good one to adapt
Can we get a Big John skin pack for all the enemies and weapons?
Keeping caged engineers while having to strafe hop around a maze like area could be cool, or a hunted style map with wendigos
well, it worked with ivory duke's zmovement
makes the slaughtermaps that much more fun
have yet to attempt sunlust with zmove
I beat scythe with bd, wasn’t the hardest I’ve done, I think zmove takes away from it since it was built for default momentum in doom
but maps made for zmove would be fun to see
Especially with dusks enemy roster
Like making use of low hp enemies like soldiers, but keeping them at a distance and making you dodge their projectiles to get a key, hectic style
I found some maps to be a bit harder with zmove (and no rocket jumps), eg. okuplok
but then again, that map is cancer
I find SR easier to deal with I guess
@coral spear doesn't it have trenchbroom compatibility already? That's the officially preferred maptool
@proven hull It does but it's incomplete
The first taste of the SDK is just as tantalizing as the first wait, eh?
early adopter woes, all expected really
another newb question. what bsp 2 map decompiler do you guys rec
what file do maps need to be? do .obj work or do I need something else?
Damn! Lots of unused sounds.
The Mage has an unused sight sound. "Infidel"
Another one is "Death"
How long until I become a rat?
takes roughly 200 posts
Ugh.
doesnt take long. some the new guys here got it within hours by just discussing SDK stuff
Ok. Lemme talk about what I am doing right now.
I am fixing up a good amount of Dusk's sound effects.
I know you might be asking. Why?
My answer is that some sounds lack frequencies, which make my ears unhappy.
Lots of iD Software titles have this same problem.
quick question if i want to replace a texture of a weapon do i need to just place it in /sdk/..../local/modname/textures or do i need a sub-folder for weapon textures like in the dusk folder
Not only that, but I am fixing clipping, long periods of silence at the end of sounds, downmixing some sounds to mono...
Only sounds that are the same in both channels are downmixed.
Once I'm done, I shall send them to Dave and ask if he could replace the old ones with mine in an update.
I already shown 2 here.
Since that splash sound is 11kHz... Unacceptable.
I think he just straight up ripped it from Minecraft.
I found the original uncompressed one, so that's a major change.
So far, I found 1 sound whose sample rate was 192kHz! We don't need quality that high in a video game... So I brought it down to 44.1kHz.
But once I am able to, I will upload the sounds on this page. I know the differences aren't too noticeable for the most part, but clipping is a big problem with Dusk's sound design, as some speakers can be damaged by clipped audio.
Will we be able to upload our own music with custom levels later on with the SDK?
I also changed the player pain sound a bit... Changed that chiptune sounding impact noise with an actual impact noise.
Mod it in
Can't seem to get textures to work on custom-built maps.
I got the wad imported to TB and set all the textures I want for this test map, but they won't shot in game
Unless there's a flag I have to set with the compiler
Do the textures show up when you open the compiled map in Quake?
I'm using the Dusk wad
so I wouldn't assume so though I haven't tried
idk why I'd test a dusk map on quake but also i'm the noob here
@iron needle I meant for you to put it in officially... You know, for the Switch version? Since you can't make mods for console games legally.
The file size might even be a bit smaller once I'm done.
Or was the Switch version cancelled?
switch version is still happening. SDK is actually a step towards that goal
Ok.
Would switch versions modable then
SDK is essentially a rewrite of dusk itself. It's the foundation for planned features later. Not exclusively modding
I'm still assuming NewGame+ will arrive after the SDK.
@gritty forgeglad I'm not the only one who remembers ng+
@verbal peak that sounds unbelievably complicated
now i have learned to appreciate sdk's
I remember it too.
I hope that wasn't cancelled.
I really wonder how it would work.
Found out the mortar also has 192kHz sounds. Downsampled those. They take up way less space now.
How much unused stuff has been found? I already know about the mages unused death and infidel lines
Seems to be lots of unused sounds
Yeah. Hopefully Dave repurposes them in a future update. I hate when things go unused.
Just a waste of space.
Hi hello everybody what do I need to make custom dusk map?
I have JACK set up to make Half-Life maps currently but I mean exporting and docs and all that
Check the pins.
Would switch versions modable then unsure. We've talked about this
So it could happen
How does one go about adding custom entities in TrenchBroom aka the entities specified in the entities.txt supplied in the SDK
@ebon jetty when you place Quake enemies in Trenchbroom, the corresponding entity from the txt file will be spawned when you load the bsp into dusk. I don’t think you can add dusk entities directly into Trenchbroom yet tho.
I may be wrong tho
func_vehicle......
Tell valve you want func_vehicle in Counter-Strike: Global Offensive!
JOIN THE OFFICIAL STEAM GROUP: http://steamcommunity.com/groups/func_vehicle
Join my cause and together we can make a difference.
VALVE SOFTWARE DOESN'T CARE ABOUT CAR MAP PEOPLE
thanks to all the folks...
@torpid agate because for example i know it specifies object_torch in entities.txt so i don't know if quake's light_torch_small_walltorch is the equivalent
HUMANITIES GREATEST DESIRE IS TO DRIVE CRUDELY MADE LOW POLYGON CARS IN DUSK
i'd assume if it swaps it out weapon_supershotgun would do the super shotgun we all know and love in dusk
Ah. I haven’t messed with torches yet in dusk. I know health packs/ammo spawn as dusk health packs/ammo
david give us a shitty kart-like func_vehicle like in this mix and jam video
Support Mix and Jam on Patreon!
https://www.patreon.com/mixandjam
PROJECT REPOSITORY
https://github.com/mixandjam/MarioKart-Drift
REFERENCES
Kenney's Website - https://kenney.nl/
Kart Model - https://skf...
it's basically just a rolling ball
may zombie, the opener of ways, allow us to enjoy jeepathon2k once more
We should be able to play the segment were dusk dude drives to the military facility
and teach a new generation the love of func_vehicle
fuck_vehicle
Driving for 10 hours
you're a disgrace berry
Desert bus mod when
ye
appears to be ugly
any way to make a dusk-style rotating door in trenchbroom?
well
i can confirm some things are swapped
but the torch in quake is not a torch in dusk
and just doesn't spawn
Do we have anything equivalent to mat_fullbright in Dusk? It would really suck if I had to do lighting while prototyping a map
doesn't necessarily have to be mat_fulbright, even just a console command to set the ambient light level would probably work
One of the lava ambient sounds is 11.25kHz! (Why Dave?) Brought it up to 22.05.
is _sunlight working?
So to replace a flac file does the file i want also have to be flac?
@faint summit yeah
Damn
i was about to ask about it
So how do I convert to flac
you can use something like audacity to export files as flac
ive exported oggs and wav's as flac
really easy to use
and it seems it dosent work
I have audiacity
load the file you want to convert
but in the export thing, i dont see a flac option
it dosent work on my end
@faint summit do export > export audio
Just make sure the file has the same name, including extension
same with music
Music cant be replaced yet
So that's 2 11kHz sounds...
k,
the folder setup also has to be the same
unless
zombie, it might be that vo folder files cannot be replaced
@cobalt sinew if it's ummm... I think death sounds, then you can edit it. If it's other sounds then they don't work YET
just has to do with how Dusk handles enemy sounds
I've changed stuff like the active sounds enemies have
@hard pollen
The iteration time on texture swaps is painfully slow.
You can type NBREFRESH while ingame to do a hot reload of all assets
Ah sick.
psst I'm trying to import dusk textures into trenchbroom rn we gonna have fun
@cobalt sinew ahh yeah that would probably work also
Who?
it just depends whether the sounds were just on an audio source or whether they're placed on an audio source via script, basically
You make mods civvie?
any ones that are placed via script need extra work to make them replacable
i think theres a ready wad file with dusk textures to be used with trenchbroom
So something like this?
The dusk.wad is in pinned messages if that helps
since when did civvie makes mods
the filename has to be the same as the file you're replacing @faint summit
who?
yup its pinned and we released a program for generating your own wad from a folder full of pngs
fuck don't worry about broken english
I know
the man that got me into dusk
Who?
but yeah that's a flac file
Who again?
This is what happens when I leave for 24 hours thanks, kids
CIVVIE11 hatsu
Whomst?
goddamn it
party pooper
seriously though civvie good luck with your project
also while reading the backlog I saw someone ask about a fullbright option, we don't have that yet but I'll note it down for the next patch
Welcome to New Blood, where bad memes get run into the ground™️
who

What does a time of day have to do with things?
jesus hatsu
Ok, made the wendigo sound better.
wendigo now sounds like big john
I am actually taking what I am doing extremely seriously... Sorry.
Making joke mods isn't funny... I am not funny enough.
What I did was compensate missing frequencies, to make it sound brighter.
time for my first mod to be ms paint recreations of every single texture in dusk
I would show you guys... But someone won't let me until I have posted 200 times or something...
you can use hosts like google drive to get around the restriction. we just dont allow unranked users to directly post files to the discord
lol
Someone out there... Please make Serious Dusk... I am working on the sounds for it. Hit me up if you're interested.
@iron needle how do you place a torch in trenchbroom that's compatible with dusk
could serious sam maps even be ported to bsp format?
Maybe not... But reimagining them would be fine too.
why dont make something even worse and make something called Duskiller?
What do you have against Serious Sam?
its Rule 16 game
Rule 16?
ye
wuzat
What the hell even is that? And why is it a problem?
that's not a problem, rule 16 games are bad, end of story
what is rule 16?
there isn't one he's taking the piss
lol

Serious Sam is amazing you heretic
Sure, it does get repetitive, but it doesn't get repetitive to the point where it drops in quality... The only bad part is where you lose all your weapons and ammo.
TFE is okay, TSE is great, BFE is between meh and okay
Still have yet to play TSE. I am waiting for Fusion to be updated. The medium health making the small health sound bothers me.
Can we not change the opening direction of func_doors in maps? In Half-Life my door opens to the "south" direction but in Dusk in opens towards the "east" direction
Serious Sam 2 is the only good one.
bfe isn't bad, but could've been better if they focused on whats good about serious sam
and that sure as hell isnt fighting one or two enemies on a dark arena
Bruh... I think 2 is 2 different from the others.
@fringe nymph this channel is for Dusk modding, not for horrible takes
we might have messed up the coordinates @lament ore
hatsu is taking the piss again 
2 is not a Sam game
ruh roh. that's gonna be a hassle
send one of us the map and we'll investigate
It’s something better
lets keep the channel on topic, guys. we're here for dusk mod discussion. not defending serious sam
Okay, let's get back on topic. Serious Dusk.
Look I'm having a hard day, taking the piss is the only thing I'm enjoying right now.
It doesn't have to be a port. It can be new maps, just the Sam formula, weapons and enemies.
Hell, to avoid copyright, I came up with a new protagonist...
Now that someone talked about serious sam maps, I started to wonder, how difficult it would be to convert unreal maps into quake/hl/quake format?
Dangerous Daniel. He talks like Elmer Fudd, in that his R's and L's are W's.
I already have a really good one-liner.
Like, god tier.
bruh
@chrome wagon there's apparently a converter out there somewhere
You guys wanna hear it?
It’s like 30 bucks tho I think ?
hit us
The converter
Okay, here goes.
"Sticks and stones may break my bones... But you will never hurt me!"
wait so how many messages before i can get image permissions again?
HamUER only converts BSP to UE4 stuff. not the other way around.
Ehh? Ehh? Anyone? No? Hm...
weird, some random dusk textures arent showing up for me
Wait, i didn't specified. I meant, old unreal, not unreal 4
in the map itself
Changed the direction the door opens, but it's still the same in Dusk
... Guess it wasn't so good...
How about this one?
"If you try to run away, I'll trip ya with one of my grenades."
(thats RTCW SP castle map)
Diapers 100
@fringe nymph if you convert the textures to png and put them in a texture file in the root, most of them will load with the rtcw map
TB is what we've been recommending for a while now
@verbal peak do you know how people can place object_torch in tb
or just a torch in general
use trenchbroom @ebon jetty
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
unfortunately thats out of my scope. @ancient depot would be the one to ask
@torpid agate i know how it works, just checked it out, zombie mentioned rtcw maps might be custom but thats not the case
you should be able to enter the class name manually after you place a new entity
@cobalt sinew @cold latch why did you JUST JOIN THE CALL
I guess I am not so good at making one-liners.
@ancient depot ty
@ebon jetty I'm personally using JACK because I'm way more familiar with Hammer/JACK than trench because trench doesn't support HL1, but if you have no preference Trench is probably the way to go
also disregard the awful hollowed cube in that map lol for some reason I started getting a point leak and didn't feel like dealing with it
S
Hopefully the SDK gets updated later in the year...
theres a bunch of different door opening sounds for like specific doors
yeah for quake 1
i have no clue how to use custom ones or how to make them work with dusk
Careful there sean Darth might just have a ptsd attack
So question
What would happen if we imported quake maps to dusk without any fixing
Why would he have PTSD?
haha sdk when lmao
@ancient depot also for that matter the custom textures didn't load either
custom map textures
what's the godmode command
it's bind w kill
nbdeity
Hopefully the SDK gets updated later in the year...
We'll be updating it as frequently as possible until it's finished
@lament ore Which format? Q1? HL? Q3?
Half-Life BSP, all the textures extracted from the half-life wad to pngs in the textures folder
func_vehicle
Yeah that'd be why then, we don't support replacements for Q1 or HL BSP yet
o
any ETA for a sneak peek at DuskC
Not currently
does any map format support custom textures yet or nah?
We're focusing on getting more of the essentials in first like custom models, the console, etc
Quake 3 BSP does
ah
But our support for Q3BSP is very incomplete right now
So I wouldn't recommend using that as your main format
ye
US Marine Hyde

I do feel like I am being ignored...
MARINE HYDE
Probably because I said too much today.
get used to it sean
But I don't care.
I get ignored all the time
I want to become a rat.
Such is life in the zone
we're all ignored down here
Yeah, I had 2 good one-liners for a potential TC mod, but nobody said anything.
Get used to people not responding to you
That’s the way of the internet and online chat rooms
I know.
It still pisses me off though.
sean that joke you made?
Don’t let it
Rat Races when
Or you’ll just hate it here
Good, good to know somebody finds them to be good.
bhop/parkour maps where you play as a rat
So, a lot of these entity names are from Hl/Quake?
Still super confused about why replacing main menu music just fricks up so badly
I feel lied to.
won't even return to the default music when my mod is turned off 🤔
I saw a teaser of the SDK, and saw a demo in the background of the menu.
It's still the stupid corpse.
Coming Soon™️
Will they be able to be recorded?
@elfin ore I'll look into that
So I can see my own or someone else's gameplay in the menu?
yp. if i just name a door func_door_rotating is it going to work in dusk even tho quake doesnt recognize it?
If we do demos, they won't be in until right around the end of development
official word
func_door_rotating is recognized by Dusk but it's not implemented yet
it'll spawn as a non solid object
ah i see
Ok. It's just that Demos are present in pretty much every Old-School FPS ever made... Even Serious Sam has them.
They're just not a priority over other more important things atm
I know.
They would just be a nice thing to have, that's all.
Especially for DuskWorld.
On that topic, DuskWorld needs a lot of work... No offense.
Bots are crucial.
Agreed, that's why I want to try and get them in towards the end
Since we'll have MP by then
(The SDK will be merging with Duskworld eventually, for those that didn't know)
I don't just mean for the SDK, I mean the vanilla game.
What is the SDK coded in?
The main reason they aren't present now is because the game doesn't have the appropriate level of data abstraction
@still raptor What? Demos or bots?
Demos
Demos
So I figured out to place torches I need to get the entity to face towards the ground
Will the mods be in their own language or will they be in something else?
To make them look right
Currently they'll be C
It's subject to change, but I'd say it's likely to stay that way
Makes sense.
custom compiler, off-the-shelf interpreter?
here we fr*cking go boyes, i'm gonna go ham with the sdk
Bots are going to be a long time coming
Hehe, too bad the SDK is cancelled
i will say the f word now
frick
shit
fick
fck
Scheisse
giant
flaming horse
yeah
Yessir
Just added support for the "light" property on worldspawn, which you can use to set an ambient light level when you have no lightmaps
Will be in the next patch 👌
That's a filtered word lol
oh
mb
@ancient depot With some of the light objects in Dusk, when I place them in TrenchBroom, it is always on it's side regardless how I rotate it
Is there a way of getting it actually getting it to be standing up
Not currently, Quake only offers functionally to rotate stuff on the Z axis (Y in Dusk)
I'll add a new entity property called euler for that
an x y z vector for rotation
alright i'm sorry i have become a madman regarding lights for the past hour
good to know now though
done, expect it in the next patch
aw yis
i fixed my name
Replace SDK/bin/win_x64/Dusk_Data/Managed/NewBlood.dll with this and if it works, you should have the euler property and all current pending bugfixes
note most of it's untested so please report any issues
because there will probably be some
i will happily test it
does trenchbroom have issues with opening decompiled maps?
or the decompiling itself is the issue
It shouldn't, unless the .map you got is invalid
@fringe nymph thats a quality audio swap


sooo andrew, what happened to the sdk ambient track if you dont mind me ask
Oh it's ready. Just give it a lil bit. SOON.
very soon
just something you can play while mapping behind you maybe a time or too 🙂
also i can finally listen to your best tracks that werent included in official OST or were butchered by someone who compiled said album
I...compiled....the OST? lol
@ancient depot So I'm messing around with euler and when I launch my custom level I currently get stuck on the "Press Any Key to Enter the Horror" screen
how dare you lmao

@ebon jetty got an output log?
if you run through SDK/dusk_win.bat it'll appear in etc/usr/output.log
I'm exploring ideas for the full length ambient tracks at the moment
@ancient depot I'm trying to recreate it but I think what caused it was I didn't use the euler property correctly
I live....again!
Yeah then the map decompiler you used failed
@ebon jetty oh ok, what did you enter for it?
it should be three numbers separated by spaces
is there proven decompiler
not that i know of
Yo can we have Andrew's ambient track built in to the SDK when it's done
all bsp decompilers I've used to this day required SOME sort of manual intervention
Like DOOM 2016's snapmap music
initially i somehow overlooked you saying it should be inputed as x y z values so i assumed it worked the same as the angle property
cuz most stuff i found is for older system/32bit/x86 ones
so that would be how to do that
@high magnet that would be super low priority at the moment but you will at least be able to play it on the YouTubes for now when I push it live.
It's super cool that you're still invested in Dusk after one year
Giant enemy John
I love DUSK. I am glad to have been part of DUSK and super glad you all have built a community around it. Now I am just super excited to see what happens with the SDK.
Horrible things will happen with the SDK
Unspeakable horrors
yee
Andrew hulshult does the soundtrack to hdusk
I did the piss mod, hope you're proud Andy
Honestly fitting
Golden Shower.pak
Replace the showers with piss
Actually the megashark would fit on BJ's gun model
I changed all the flank files but the soldiers still say "flank him"
yeah we're working on a fix
music/enemies are not affected by new files
otherwise i would make big john mention bathroom in 16 variations
Im using avgn clips for big john
Which one is the one he says first?
So when the fight starts you hear:
"Im the fuckin nerd"
I'm in a VC with him, he's really happy that the torches work for him now
my maps arent compiling anymore for some reason cool
I FINALLY GOT IT ALIGNED RIGHT
I have an amazing idea regarding the SDK.
I think Dave should hold a contest every now and then.
@ebon jetty sorry, I think I missed your question earlier. Is it Dusk torches you're trying to place or Quake torches?
The best mod gets implemented into the vanilla game.
Lmao
that just means you're hella lit
i just have to get the lighting effects right
Lit af
Hey man I get it
ill get it soon
Lighting ocd is a srs problem
See I should no right to make fun of him since I haven't even started mapping yet but he's so lit
FUNNY MEME HAHA https://youtu.be/E1XYL_3a8M4
Plus most nerds play games in dark rooms, idk about you but id play a dark map over a bright map
Don’t need fuckin daggers in my eyes
the SC55 drumkit sample is indeed a p. sweet shotgun sound
DUSK but it's doom sound effects
F
DUSK but it's all GM samples
DUSK but it's all mario sound effects
i have finally made a valid contribution
Still waiting for the avenue 9 equivalent for dusk
DUSK but every sound is replaced with the sound of a trash can being smashed
so question now that the sdk is in beta, will custom npcs ever become a thing?
what if....dusk....in quake??

