#dusk-modding
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yeah they will in the future
and are weapon mods available right now or not really
alert/attack sound replacement is broken rn
When I click to check the sound it seems to end quicker
I tried with my rats
makes no sense
reb how you come up with such unique and brilliant ideas
Hey Reb, spiders
weapon mods aren't available right now its just basic maps
@ebon jetty is that light baked?
you can replace player sounds but not enemies/music
@iron needle probably not since today's the first time i've ever used trenchbroom
i havent tried environmental/ambient stuff
oh yeah you can also replace textures and shit
Other than Source (hl2) BSPs, BSPs do not store the original geometry. Most of the faces are clipped/removed/etc and it's impossible to perfectly derive the solids back from what's left, much like how it's impossible to automatically get source code back from a compiled program (unless there's debugging symbols).
Can I make Big John say that he loves me
IIRC how most bsp decompilers work is they create one giant solid and basically do a bunch of boolean operations to "carve out" the negative space of the map which kinda works but it's a huge mess no matter what.
@ancient depot how does AI Pathing work with custom maps?
it generates a navmesh while loading
can I mod weapon sounds?
and Q3BSP also stores the original geo
yes
today was a nice day of fighting trenchbroom
finally everything i wanted kinda worked out, only thing left is to finish the map and figure out which textures show up and which dont
that's really weird tho
i use dusk.wad and some textures just dont work
random ones
Any way to view the generated navmesh? Can't imagine it's gonna work perfectly completely automatically
just make foolproof layout
Setting light property on worldspawn doesn't seem to be working with the new dll btw, at least in JACK
i won't lie my lighting doesn't look great either but that's probably because i'm overlaying light entities over the torches
Yeah, I made a mistake in my tool when I first made a texture wad
ah i see, i'll get the other one then
and it left out the null terminator for textures with long names
the new one is pinned here
Tried both running and not running HLRAD. Neither worked
any advice on solving these lighting issues
im guessing im not approaching lighting in the right way
what are you setting the light value to? @lament ore
How are you approaching lighting @ebon jetty ? Placing light entities should work fine
@ancient depot 255
hm, should be working then
i haven't messed with colors
yes will do
@ebon jetty iirc it's a byte so it should only go up to 255 unless that's different in trenchbroom
We support values higher than 255 but 255 is "full bright"
it dosent roll back to 0?
nope
Hopefully soon I will be able to show you my reworked player pain sound. I made it sound less like it came from some old-school styled game... I mean like the beeps and boops kind.
It sounds more natural.
man it's so nice to make a map when everything actually works
Also, I fixed the click from the landing sound.
are you sure it dosent clip off the room?
Yeah I think I set the ambient light value in the wrong spot which is why it doesn't work rn
Could you stop stealing our women, man? I don't wanna have to keep doing this kind of work.
need to test with a map to find out
thanks
bsps with and without lightmapping, the .map, and the original JACK .jmf
removed the doors in this version so you can look around too
which mapformat/game should i stick with trenchbroom in order to not lose any utility later on when sdk will get expanded
generic quake, generic half-life or q3a
I assume trechbroom with quake will always be the first priority
Trenchbroom does support "generic" engines though. Maybe one day we'll have direct DUSK support in Trenchbroom.
Speaking of, @iron needle will we perhaps be getting IQM versions of the models used in the Dusk campaign? I'm sure tons of people would find it helpful to use those models as a springboard for making custom models
Especially since animations tend to be a huge time sink
Yes
Sweeeet
@fringe nymph Anything other than Q3A should be mostly the same aside from fixes
so generic-hl just to be sure
If you're using Trenchbroom don't do Half-Life. Trenchbroom doesn't have full HL1 support.
For trenchbroom, just do Quake
And also if I'm not mistaken, HL1 maps won't be able to support the direct UV mapping feature of trenchbroom, no?
it doesnt matter if i do map for the dusk, does it?
You still need to compile the map through the target game (in this case, HL1) tools
The workflow to get trenchbroom maps compiled into HL1 maps is obtuse at best
the same is with the quake 1
Yes, but like I said Trenchbroom doesn't have HL1 support. You won't be able to see any HL1 models in the editor, for example.
and i do not need to see them
@lament ore your "no lightmaps" bsp actually had a single black lightmap in it
ill use dusk entities
but I compiled my own and I can confirm I fixed the problem
@fringe nymph you cannot use Dusk entities directly in the editor.
You use entities of the target game which then map over to Dusk entities
You actually can use dusk entities
ye
Oh you can?
just type in the proper name
Yeah, the SDK has an "entities.txt" file
you have to manually enter the class names
and it should work
Oh I see. Still though, I really don't see any reason why you'd use the HL1 tools if you're in Trenchbroom.
lightmaps?
@ancient depot wonder how I can get rid of that lightmap in JACK. Might just have to jump ship to trenchbroom
Ah I'm using the tools included with JACK which are probably forks of ZHLT
Any way the SDK could detect that the map has a single black lightmap and use the worldspawn light value instead?
it could, but that would break maps that are supposed to have a single black lightmap
It isn't unused.
Ah, shame
I am pretty sure it was used for Jakob if I remember correctly.
I'll just learn Trenchbroom. I've been meaning to for a while anyway, the only thing holding me back was lack of HL1 support
JACK should be able to change map compilers
You don't have to switch if you don't want to
I know it can, I just don't like going against the flow of things
Would be worth waiting until I post the hotfix anyway so you can try again
Will do
I've been meaning to create a fork of Trenchbroom to work on HL1 support but y'know, full time job and such
it already supports valve220 .map files afaik
just needs entity defs
and ofc model format support
Yeah model support is the big thing
Trenchbroom already supports IQM, no? I'd be tempted to add native Dusk support in a fork if yes
I don't believe it does
for our trenchbroom support kit we're exporting a bunch of animation-less .mdl files
I did a funny
ah, poo
There's a whole bunch of alternate sound effects.
An alternate dying sound for the wendigo.
Yeah, I made sure some of them got exported
There are more that aren't in the files yet
Just let me talk about them, though, I need to become a rat ASAP.
hahahaha
Also, are they unused or are they gonna be used?
unless you dont gain xp on dusk-mods 
They're unused
And you gain it in all channels afaik
I think except for meme factory
Makes sense.
I could be wrong
So why aren't all the sounds available in the files?
we had to manually go through and give them all names
You can have me do that...
at some point there were just so many sounds to go through that we started skipping over unused ones
Nah don't worry, we're handling it in a patch
Well, you might wanna rename "water_night_very_cluster" to "hallowed_health_ambience"
Because that's what it is...
It's called Water Night because that's the source of the sound
What's water night?
You can just give credit in the metadata.
And "switch" should be called "pickup_object"
greetings all
Hello
i'm insanely stoked that this is out
Honestly it isn't as exciting as I thought it would be... Considering how limited it is at the moment.
At least I am finally able to fix that stupid low quality water sound...
It's fascinating how many unused sounds there are.
Maybe I can modify the code to repurpose them... That would be cool.
I don't know coding all to well though.
Some of the sounds are only half unused
I'm mainly just stoked to fire up Trenchbroom and mess around
For example, there are unused weapons that we haven't made usable yet
But when those weapons are enabled, they use some of the unused audio
Yup, some enemies and objects got cut too
Gimme 1 or 2 examples.
There was a bfg that got cut I think
Please.
I knew it! I knew there was an unused chainsaw when I looked in the sound files.
Custom weapons are something I'm definitely looking forward to
there's probably the texture in there somewhere too
Why are there 4 melee weapons, though?
"why not?" lol
wait does the SDK come with a texture wad?
you'd have to ask David
The more the merrier
the sickles used to be hammers
@solid isle the wad is in the pinned messages
Does the chainsaw replace the sickles when you get it?
oh it's a recent post then
The chainsaw code is missing atm, but I've recovered it from older builds
or "recent" I guess since I havent checked since last night
We're gonna rewrite a bunch of weapon code later so they'll all be individual guns
Too many weapons... There's only so many keys.
There was a pump-action shotgun at one point too
Is there a traditional grenade launcher? The Mortar always felt odd to me.
both single and double barrel versions
Damn, I wanna use those.
i am turok
No but there was an M16
Speaking of, how do you plan to get C code running on top of Unity? Is it just interpreted or?
The M16 is lame compared to the assault rifle in the final game though
It's interpreted yeah
Interesting. In-house solution or?
I'm considering converting it to IL so it can be JITted
In-house VM, third party compiler (written by a friend of mine)
nice nice
I was actually working on a compiler for my own C-like language recently
transpiler, more accurately
It took PICO-C (my language) source code and outputted valid PICO-8 Lua code
Neat
I need to redesign it from the ground up though and Capitalism (tm)
How extensive did that compiler's infrastructure get?
Did you have an AST for example?
What are some unused enemies?
I did generate an AST yes
There were Lost Soul-like enemies at one point, and a thing called the Meat Lass
There are also headless soldier enemies with a magic weapon replacing one of their arms
Currently it generates a single AST from the Pico-C source and for the most part simply translates that to Lua
Why didn't the Lost Souls make the cut?
Headless soldiers? Like the Beheaded Sirians?
Pick up the can.
However I'm running up against a complexity wall here and I want to redesign it to generate a Pico-C based AST, then transform it to a Lua based AST
headless soldiers are available in the one the alphas
the E3 one I believe
ye
@lament ore that sounds like the right approach, yeah
Were they a Serious Sam reference?
not related at all
some day I'll get around to it lmao
What about the backpack full of ammo? I know Doom has it, but the Dusk one behaves more like the one from Serious Sam.
Also when you say convert to IL, would that be done during runtime (like how most JS/Python VMs do it) or more like a .NET approach?
IL as in .NET IL
i dont think thats a direct SS influence
It'd be converted to a .NET assembly at load
Possibly dumb question- is there an FGD or anything I'm missing, or do you just throw the entities in trenchbroom?
The latter for now
Gotcha gotcha
How come there aren't any Serious Sam references? It classifies as old-school.
Ahh I see. Downside of that approach is the source files can be excluded from the final package which can kinda dissuade people from learning from other people's work
It's one of the last of them.
Serious Sam is a different kind of old school than the kind Dusk is going for
Although overall I'm sure it'll be better
Mod some in, Sean
Yeah, but the final level before the final boss really gave me Serious Sam vibes, because of the sheer number of enemies.
That and the blood tornado one
Ahh I see. Downside of that approach is the source files can be excluded from the final package which can kinda dissuade people from learning from other people's work
The IL transformation is done by the engine and the dll is never distributed with a mod
Yeah, you're right.
That said, mods would distribute in a separate bytecode format that the compiler outputs, so yes, they could avoid sharing source
Oh so the IL will be generated on first run then?
Yes
oh
I would hope that the community fosters an attitude towards sharing mod source code
Unfortunately in the Quake community sharing of QuakeC seems to be very hit or miss
I hope that doesn't happen here
right
Is there a laser gun? I see sounds called "lazer"
Something really unfortunate that's happened with HL1 modding is that tons and tons of documentation, tutorials, etc have fallen to the sands of time
pump action SSG
We're gonna do our best to keep good docs
Bless you kings
Note this build is ANCIENT which is why it looks so ugly
Yeah
It'll come about
Like I said more than anything I'm stoked just to have the .wad and everything to fool around in Trenchbroom with
Not to mention if Dusk maintains a passable level of compatibility with the Quake entities, a lot of existing documentation on Quake mapping can apply to Dusk
It's inspired by Chasm: The Rift
You can find the single-barrel pump action shotgun in the E3 demo
func_bread's right
You should see the DP-12, though. It looks like it came outta Quake 2.
Idk if I have the old build around somewhere but a while back I replicated a bunch of the fun HL1 entities in Unity and built a WTF-esque map
Not to mention the Quake mapping community is super helpful, at least in my experience
if anyone remembers the WTF maps from Sven Co-op lol
oh god yeah
Dusk WTF maps 2020
I'm very hype for co op
Arcane Duskmensions.
I was just thinking the other day how much I miss that era of TF2 where you'd just hop in a server and hang out with people
would love to see that with Dusk
I opened some arcane dimensions maps in dusk today. My computer was NOT happy.
I've been here for like 6 hours. I'm still not a rat...
Oh yeah I miss the hell out of that era. I probably spent thousands of hours just hanging out in servers of Sven Co-op and Gmod
@ancient depot have you checked the lighting thing yet
i'm sorry if im coming across as impatient
So just to clarify, you're trying to get fullbrights right?
yeah i just got light entities in the corners at 255 brightness
Yeah, you need to have a BSP that doesn't have any lightmaps
alongside the patched dll I posted before
well time to delete my bsp and all my lights
so all i have to do is re-run qbsp?
Just recompile the .map without the light option ye
yeah
Okay.
basically an alternative to steam workshop
What's wrong with workshop, though?
okay i've attempted it i don't think im doing it right
so first i deleted my bsp files
Aight. Imma hit the hay.
g'night!
Good night. Hopefully tomorrow I become a rat.
that should work
hm, can you send over the compiled bsp?
Weird
ok
the light property on worldspawn isn't set
ah
it works if I add that
my bad
is that
a torch
ye
lit
Wait .... the SDK is out?!?!
ye
How do I get into it?
@ancient depot Im having a similar problem. waht does the light value need to be set to?
@urban tide look at pins
darth quick thing
because support for the light value isn't in the current steam build
actually wait i think i figured out my problem
feels so weird to see people calling me darth lmao, that's just a shitpost name one of the mods (probably jab) changed my nick to
yo how the f word do i configure trenchbroom for dusk?
@ebon jetty Im freaking pumped!!
At the moment you map as if you were mapping for quake
But you can use some Dusk entities if you enter their names manually
i didn't know
the list of entities is in entities.txt
ye that too
oh alright thanx
ok, so the light jsut ahs to be a constant value for now?
trying to change a song file but i've been running into a bunch of problems. ive re-named it to the file i want to change (e3m10_action_1), ive put it in a folder named what ive chosen (C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\test\music) and tried putting it in C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\music but nothing seems to be working. What am I doing wrong bros?
yes
ok
ye
music/enemy sounds dosent work for now
^
alright thanks yall
Hm. I used the dusk wad for trenchbroom and set trenchbroom up to use that (configured for Quake), but the textures aren't showing up
Am I missing something?
it shoudl be there if you added it in your texture collections
Yeah I added it to my texture collections in trenchbroom and I see it in the editor
what mods have been publicly uploaded yet?
there's a moddb
there's probably a few others on here but everyone is still messing around with it
mainly mapsa re going to be the things we'll see here soon
feels kinda bad to upload maps which are way way worse in quality than some others here
also
soooo is there a way to make key-locked doors yet? they arent working for me
like they work in quake but not in dusk
Yes there is
My computer is off atm but @ancient depot can check to see which pair passes the key color
sec
i'm boutta just upload half-life to the moddb page for dusk
it's just "key"
value is a number
lemme check what numbers correspond to which keys
1 for red
2 for blue
3 for yellow
alright thank you
and to make a key spawn in dusk i just need to name an entity according to the entities.txt?
i'm not good at this
yes
alright gotcha
I'll pin that just for the moment in case anyone else asks
Oh it's a bunch of messages
Meh w/e
yeah sec
HOW DO I LOCK DOORS?
You can set a "key" value on your func_door entities, which is a number from 1 to 3.
1 for red, 2 for blue, 3 for yellow
๐
So unused weapons and enemies are still in the code? And we could possible recreate them?
We'll be making them actual usable weapons later on
So you can use them in your maps
Neato
gamer style
I'm guessing you arent gonna do that for enemies as well
We will
Yeah still not getting textures even though I've changed some things around. Not sure what I'm missing here; using the Dusk wad and everything like I think I'm supposed to?
Oh. Ok. It's just that the green headless guy and brown uniform gas mask soldiers are practically already in the game as the mage and black phillip, I guess they would be useful for industrial themed maps
@lament ore do you have palette.lmp?
o
my brain did not absorb that information since originally I was doing HL1 maps oops lol
thx
Running into a lot of road blocks on the Tnt Map 1 spite project, anyone have Valve Hammer and is willing to help?
where did you put it?
It has to go in the mount root, so mnt/local/mymod
just outside of your maps folder
alternatively you can put it in mnt/local/dusk so it's always loaded
Tried both locations, no luck
Also tried the palette.lmp from the steam pak0, no change
ok I got it
I needed the palette.lmp and I also need to do absolute path on the wad
big john room
Where is the houlihan room?
so for trenchbroom do i just start a q1 map and load in this wad thingy some how?
or do i go generic
I use q1 yes
then on the right panel click on "Face"
and down below "Texture collections"
you need to add one - and that is where you select the wad
@ancient depot How would one get jump pads to work
place object_jump_pad and set its "amount" value
ty
how much "amount" do you need for a jump pad to be ~2x as strong as a normal jump
teleporters are similar, place object_teleporter and set its target
25 makes me hit a high ceiling pretty quickly
oh so like
2=~2meters?
roughly
0.6 should be 2x a jump
keep in mind, later we'll be scaling it down so it works in quake units
so when that happens any maps using jump pads will need to change their values
my map is slowly expanding
very slowly
im messing with a skybox texture
earlier i accidently used one and unless a bug happened it was animated
but i can't replicate it
why the fuck do i keep making tables and stuff manually when i can just use dusk entities
i'm a dumbass
lmao
i rotated it but it's still fucked
also set the angle to -1 like i should??? probably?
if you set euler you shouldn't set angle
ah i forgot about it
uh soooo if i want props to be facing up i need to set it to uhhh
0 0 90?
or what
shit or 0 90 0
i'll play around with it
i do 90 90 90 as a default usually
but the one you want in general is the one in the middle
the first one rotates it horizontally
the one that always needs to be fixed is the middle one
ah alright alright thanks
@ancient depot is there a way to get rid of the black on textures like fence and such
not atm
rip
we dont support transparency in q1 or hl bsp yet
once we have texture replacement support for them you can make it use the png files in the game though
which would fix it
...fuck
im gonna repaint dusk once i figure out where to use the sdk and how to swap textures
check the pins to get started!
i shall... tomorrow after i sleep
it's probably a bit strong but i finally did it
e2m6 jumppad have some competition now
this is my custom map at the moment though i still don't know about the enemy placement. i like the general layout and the bigger area i need to straighten out some of the props lying around
also changing textures as many are darker
and as such it feels a little muddy
my data would be screwed if i downloaded a video
maybe the bsp file to try it out?
i didn't realize how big it was
just a sec
i don't want to share the bsp yet because it's very unfinished as silly as that sounds
i guess in a way im showing what i want to be shown
wrong emote lol
that made me laugh tho
i think i am mostly done with the first "introduction" level for my tiny episode
it mostly sucks and is very very short but i dont want the first level to be long
i fixed up textures and used more dusk ones, fixed entities and now key doors actually work
(you need a quake 1 palette because i used some quake textures, but if you dont mind go for it anyway)
the video should kick in on this one if not i'll cave in and upload bsp
the problem is my map essentially ahs
one room
mind if i ask how the hell did you get torches
i put an entity down and change it's classname to object_torch
and then using the new dll file pinned add a property called euler
oh there is a torch object? didnt see it
yep
i didn't even upload the right video
oops
it's not that different from what it is now
very little different
does the sdk support animated textures yet
no
darn
there is no straight up fire entity yet right?
no but there's object_campfire
that will do, thanks
oh and object_burn_barrel for the burning barrel
'ight thanks :)
done
aw yiss
where are the nargle voice lines?
in "sounds"
just in that folder - start with nargle_
ah yeah there they are
'i was looking in vo
wait no
those are just sound effects
huh those are sounds yea
here's the nargle line you're looking for
what the FUCK
god i can't wait to get those outtakes
i am a very weird person but this sound makes me laugh
oh oops
we forgot to export the nargle VO
will note that down in our todo
it's not with all the other sounds so we must've missed it
yay
let's see it in action
its as finished as the sdk is
SDK is out?
it's in alpha or beta
So its not out

@ancient depot level transitions seems to be broken
i completed e1m1 and it errored instead of getting me to e1m2
@half vessel you made masterpiece, you even replaced hups
that's beautiful
not all me
this sounds so goddamn good i want to use it in a map
@supple radish did about half of the monsters
from the e3 demo i think
ah i see
wwo
i'm gonna be a bastard and ask again
can we have a separate channel for completed mods/maps? they get easily lost in here
i assume workshop is a long way away form here sooo
@long anchor do you have e1m2 in the files and is it in a loaded mod?
or wait
do you mean dusk e1m1?
yeah, i mean dusk campaign
same for me, it either restarts the map or simply does that error with the "Escape" menu
https://puu.sh/EWgvy/65650e337e.png how do i make lighting
place any entity and name it "light"
if you're using quake1 preset just place light entity since it's in entity list
do i compile it with LIGHT in the compiler as well?
yes, after qbsp you run light to bake the lighting
trenchbroom automates that when you tick LIGHT
mod iea
idea
when scripting & custom models are supported
i'm gonna make BUSK
replace all the weapons with instruments
dusk dude
busk bum
those instruments kill with magic music projectiles or by killing ears?
question
how exactly are mods uploaded to moddb? is someone uploading them or can we do it ourselves
you do it yourself
is it ok to drop things into "addons" if they are just a map or whatever
Yes, it may take some time to show up in the list after you finish the upload cause it needs to be reviewed
http://skrinshoter.ru/i/040120/4gZxMNfS.png
that's so fucking stupid i love it
it's staying in
i was just looking through oshry's twitter and half of the past 24 hours is just big john
huh
huh
seriosuly wtf
some nice light on that, and yeah
wonder if it'll look weird in game
i'll try it out
http://skrinshoter.ru/i/040120/rqn8FSQ8.png
it'll probably be better with some nice lighting and maybe if i shift it around, but overall it's a bit too orange i think
Do I have to study the Trenchbroom to create maps or are there alternative ways?
hammer for example
you can use whatever map editor that exports/compiles in supported by sdk formats and let you define custom entities
(trenchbroom is really easy though and helps with the retro aesthetic imo)
^
Are supported formats listed here?
the first pin (lowest in the list)
โข You can load Quake 1, Half-Life and Quake 3 BSP files (including BSP2, not to be confused with Quake 2)
@honest stag Maybe I'll try. The Hammer seemed difficult to me when I first started, but it was a long time ago.
tho Zombie says Q3 bsp has limited support for now
@fringe nymph @hollow laurel many thanks
trenchbroom i found to be way easier to use, once i got used to how it works
but for now it works without issues
yeah same, hammer was a mess for me
trenchbroom felt like an easier verison of it tbh
Any tutorials? All I found on YouTube was dumptrack_ds.
he is amazing
there is kinda no need for other tutorials - some of the stuff he doesnt explain (which isnt much) can be found on the super helpful trenchbroom manual
hmm
Okay, I'll take a closer look. Thank you
np, have fun mapping :)
๐
Can I have some help please? I have problems with light https://media.discordapp.net/attachments/662601513134456844/662976759049879552/20200104161118_1.jpg?width=400&height=212
light is not working properly yet, so don't bother too much with it
lights work weird for now
ok thx
i guess this texture don't work properly too
Oh, does anyone know anything about custom models now? Can I, for example, make a model in Blender and then convert it to one that supports Dusk? Or should I use something else...
not now
not yet, model importing is high on their to-do list
so, in one of the first larger updates
making models rn wouldn't be a bad idea though
yeah, since you'd have something ready to convert, though no clue about formats
unless something weird happens and they become incompatible
Oh, thank you all, I'll keep an eye on that. I guess I'll leave now.
I'm a little confused, where do I download Trenchbroom? On MODDB? And will I only be able to use it with the first Quake in Steam?
nope, it supports a lot of games
i think dumptruck's tutorials have a link to trenchbroom
in one of the "setiing up" tutorials
with software which you'll need for compiling maps
cool how just 1 candle can make a shitty room feel warm and cozy
I'm a fool, thank you.
hey thats a quite decent geometry up there
http://skrinshoter.ru/i/040120/q1jrt3Vf.png
thing dont work :(
btw the couch is a dusk prop
oh, so some geometry
i wish these celling lights actually emitted light
they look nice
and they fit the industrial theme
is there any way to place streetlight properly?
i changed angle to -1 but it didn't help
I look forward to playing all these abominations
try 0 90 0
or 90 0 90
oh wait you should add a property called "euler"
and then try leaving it a 0 0 0
Damn Icarus and Civvie in here, this is truly the best boomer discord
http://skrinshoter.ru/i/040120/cXDsZbxo.png
found a pretty good use for lampposts by shoving them into the ground
it's like properties do absolutely nothing
they do, they are lifesavers
can you screenshot them for your lamppost?
i might help
that's example with euler
with both angle and euler it don't change with different numbers
dude, i was literally going to bed (9 am in my country) AND THE SDK HAD TO COME OUT
euler too
just to be sure - is your NewBlood.dll latest?
ofc
it rotated
i think no
i named sounds in worldspawn both "e1m1_ambient" and 'e1m1_ambient.flac" and nothing happened
so i guess it's not working
shame
... how
the lamppost on the left and on the right are the same entity but 1 isnt working????
http://skrinshoter.ru/i/040120/JMXTRACN.png
oh wait no they arent
on the right is lamppost 1
on the left is lamppost 2
...ok
kinda
I'm guessing all the props you've rotated will be screwed up again once a patch addresses the issue ๐
everything still looks like this
still i would say keep screwing around with euler
it's supposed to work
alright my euler is 0 0 90
and they look normal
I'm guessing all the props you've rotated will be screwed up again once a patch addresses the issue ๐
Yes
If this wasn't a super early alpha we wouldn't be able to make changes like that
but luckily we can
ok i'll try euler again
I'm going to do some basic geometry etc, but I'll stay away from props for now.
eh, those things are to be expected this early
i'll have to replace some textures with png's too
eventually
@honest stag Never said otherwise ๐
i saw someone changing the light color of some lightposts
anyone knows how? adding a color property didnt work
i don't know, sorry
@ebon jetty sorry to ping you, but how did you change the color on your lightposts? much thanks
i've got mod idea
you can send corpses to the air with 1 pistol shot, with scripting it might be possible to disable gibbing and make something like goal system
Excited for Dusk Mod that replaces the doctors with the scientists from HL1 with their voice clips and everything.
"Don't worry. I am a doctor."
You can't change the colour of light posts
the guy i saw had blue ones
Might just be using another object
he posted a video too
hm
i tried other lightposts but they didnt emit any light
weird
object_lamp?
i'll try it, but isnt that just a lamp
the guy had the same lamppost model as me but the light color was different
Not yet
eg: "WE TRADED GOD FOR DEMONS"
some textures can
ah okay
i managed to replace some world textures
Well, actually
like concrete
If you make your own wad you can
So basically make a folder and put some PNGs in there
Build a wad using that with our MakeWad tool
and add that to your map
and you can override dusk textures with it
how would we do that for base dusk maps?
That should solve some of the problems
For the original maps you can already replace textures
oh really?
Yup
i havent been able to
They need to have the exact same file names as the original textures
yeah
i've been trying to replace the bloody text on the walls
If you're replacing a PNG with a JPG, your JPG still needs to end in .png
Here's makewad btw https://github.com/NewBloodInteractive/MakeWad/releases
You run it using command prompt
I'll see if that works
wait i thought png's arent supported yet?
- Make a folder to put all your textures in, put that folder in the same place as makewad.exe
- Grab palette.lmp, put that in the folder too
- While the folder is open in Windows explorer, type
cmdinto the address bar to open a command prompt in that folder - Type
makewad textureFolderName palette.lmp mywad.wad
PNGs were always supported, we just don't support replacing textures inside a Q1 or HL BSP with them yet
ah alright
does anyone know where the npc textures are in hl1
i'm looking through the wads and i haven't found them yet
pretty sure those are embedded inside the .mdl files
uhm
i found weird thing about monsters
i can move them
ingame i mean
before they see the player
@half vessel yep, look in .mdl files
You can use for example Jed's HL model Viewer, pretty easy tool to work with
open model with tool, dump textures, edit them in program of your choose and replace them back

ye i found it
@prime finch it's alpha alpha

phew
i spent an entire day today making this
it's about 40% done (if you exclude some stuff i'll be adding with future patches)
it's the second map of my "episode", if you wanna try it out here you go
literally consists out of 2 rooms so far but i'm proud
oh god
why does this feel like max headroom all of a sudden
Brave man smokes while facing his deepest fears
dont use jumppad in vriska's map
absolutely dont even think about it
now when you said that i really want to use jumppad
dew it
don't
I WILL YOU CANT STAHP ME 
AH
Dusk Milsim Mod (Arma3 Base) + Graphical Enhancements || FACTIONS UPDATE
WHY THE FUCK DID JUSK LOAD
I HAVE IT OFF
I GO AROUND A CORNER AND I'M GREETED BY THIS
oh btw yeah it doesnt matter how much i turn it off
it just... turns back on
jusk is fucking cursed
also dear god that bounce pad
remember when you asked about dll?
what the fuck is going on with the rifle
what dll are you talking about?
i'm 100% sure i installed all of them
as far as i remember there were 2
i put the palette in maps
yes?
didn't work
ah
like next to it
@half vessel put the lmp before the maps folder, so sdk>mnt>local>dusk
if i'm the one that fucked up i will cry
(or whatever your mod is named)
CURRENT HOTFIX
Replace original file in SDK -> bin -> win_x64 -> Dusk_Data -> Managed
https://cdn.discordapp.com/attachments/586508960128040961/662869790582505472/NewBlood.dll
try it out
if it doesnt work then i'm the one who fucked up
seriously wtf is this bounce pad
wtf
lol that is NOT my mod
cause it's mine
the jump pad sends you to HELL
and i turned it off i think
there he goes
there are 4 secrets on my map
i'm guessing the button doesn't work?
tell me if you found them because i need to make sure they arent too hidden
yeah not yet
mortar is the best tho
i found two secrets
i didn't find any for some reason
three
does ssg counts as a secret or not?
yes
is it not triggering?
nope
Yeah, looks like you were flung so far out of the map that your location was so huge Unity was unable to render the models properly because the vertex coordinates were too large for 32-bit float precision to handle
'ight i'll fix it
lol holy fuck that jump pad
jump pad bends reality
i love this little camera
stupid details like this are probably my favourite part of mapping
i should make some maps for dusk
ah wait i know what happened
basically i tried making the entire map bigger and some stuff didnt move for some reason
i'll just move the triggers
but so far secrets are -
ssg behind the escape pod
riveter on the crane thing (reached by placing any box)
empty secret on the barrels (there should be a HH but it stopped showing up, i'll re add it later)
and 2 shotguns below the stairs
shouldnt be too hard to find right? i hope
man i love this
i always wanted to make maps for something just because how fun it is
it is fun indeed
oh i kinda wanted the player to not climb the fence because you can fall out of the map
but that's a great idea actually
thanks for the tip
np
anyone know if there's a way to disable enemy AI
no i think
isnt there a cheat code for it?
maybe there's notarget cheat
yeah a cheatcode for that would be good
@honest stag yep new dll fixed problems
eyyy nice
maybe the lamppost on your map can be rotated now
euler was added in that patch i think
i'll go and eat something first