#dusk-modding
1 messages · Page 22 of 1
hammer 2 on the horizon boys
thank FUCK
Trenchbroom has the easiest learning curve imo
What don't you like about Hammer besides ancient and archaic?
i'd be churning out hl1/hl2 maps if hammer wasn't so atrocious
I make stuff in unity and having to mod a unity game with software that traces roots to 1998 makes me consider sudoku
like, specifically
its ridiculously complex and making stuff work often feels like black magic
??
for me hammer was just... confusing
very confusing
but i see how people like it
as another fellow unity user i cant wait to be able to make custom scripts and whatnot when that arrives with the SDK
lighting etc especially
Hammer is confusing as hell to me
you make sealed rooms and put a light in it
same as any other editor
yeah i couldnt even make that properly
I ran into a lot of glitching in my attempted tf2 mapping shenanigans
is that Homestuck Big John?
Vriska John in fact
the Source Engine being held together by duct tape and spit is a meme
seems accurare in my experience
perpetuated by a lot of people just saying that shit over and over again
its amazing how far its been pushed but
It definitely is held together by duct tape and spit, especially by modern standards.
its got very tight limits
"I saw a shitty looking map once, so it must be true"
You could add that to dusk as a skin now =P
it wasnt never meant to do more than what you would do in 2004
so?
We're making Quake/ HL-grade maps
I've just never liked working with brushes.
just not something I am never gonna even attempt with anything other than trenchbroom
Working with meshes is just, more enjoyable for me.
and on the otherhand, I hate meshes, and making them is really slow
brushes speed dev time so much
brushes are pretty much the dream for me
like literally just clicking and dragging to make a wall and then doing whatever the hell you want with it with 2-3 clicks
and in games made of brushes, it's dummy quick and easy for me to make stuff
realtimecsg is basically brushes for unity right
uhhh ProBuilder I think
there should be an doom builder equivalent for quake =P
the fact that progrids and builder are technically unity but not properly integrated is my fave part
I thought they've been integrated for a few years now
trenchbroom is my 2nd experience on attempting to make a 3d map. The default editor from doom 3 was the first one.
All i've managed to do so far was few interconnected rooms.
realtimecsg is basically brushes for unity right yup. And at this point we almost have our own fork of it thanks to the many things @fiery dome has been doing to fix stuff for Gloomwood level design lol
they are downloadable but the integration isnt easy in my experience
nice, I might have to check it out, david
oh man realtimecsg looks kind of hot
Why is my name Dillow Pillow still lmao
Also yes, PB is NOT a level design tool, and I know cause I made 33+ levels with the damn thing and switching to bsp was like a spiritual moment lol
Current NB games are using a mix
also be a lad and opensource the rcsg branch :V
Although tbf I hear PB brush support has gotten better
It is! Let me get the link
what kind of tool is PB then?
PB is much better for mapping now than what is was back thwn
I used it a bit and it seems fine
@solid isle basically it used to be just "make meshes and maps maybe"
then unity bought it as an in editor level editor
PB is just modelling in Unity.
but had to improve it a lot
I see. That makes a bit more sense.
Personally I'm the type to like keeping their game dev tool and their 3D asset creation tool separate.
I havent used either rcsg or probuilder on unity yet because I am a fucking caveman
I'd rather use two good tools than one kinda dodgy tool.
three dodgy tools because they are easy
🤔
though one question @iron needle
would it ever be possible to make dusk levels as unity scenes some way or the other?
https://github.com/ForbiddenDonut99/realtime-CSG-for-unity
I'm still working on some selection code, so some stuff like box select doesn't work right. It has a lot of fixes for misclicks over the default RCSG branch though.
And yeah I still use PB for stuff. RCSG isn't really good for super organic stuff. So I still use for terrain and cliffs and stuff. But buildings/tunnels/arches/ect. are all RCSG.
Yeah the version of PB I used for Dusk is old at this point. I'm sure it's better now, and I mean... we still use it for organic/assorted stuff
but I really love RCSG and that workflow
not having to worry about topology = 10/10
I just stuck to random generation/2d/using meshes so far
but next couple projects will require bigger tools so im glad I listened to you guys' retrospectives
also will the scripting language for dusk sdk be c#?
DUSKC when
i think zombie said that he had to convert the codebase to C# or something like that so it'll probably be C#? maybe? hopefully?
or maybe it'll be in Scratch
DUSC
how do you make something that ends a level
we fixed buttons spawning in random spots btw lol
oh hey cool
but they still dont work right?
nice
they should partially work in the next patch
like they should be able to trigger doors and stuff
oooh yes
any word on dusk objects that seem to have textures brightness maxed or whatever it is
|| and lighting :v ||
no worries lol
What's that yellow sky people are using?
I need something other than solid black sky textures
just not sealing the map?
make sure your worldspawn has light btw
but yeah i don't do anything it looks like that default for me
must be a trenchbroom thing in which it doesn't give a shit about a map being sealed
alas I must wait for skies :[
im using trenchbroom
rip
@ebon jetty nothing you can do to fix that atm, it's a navmesh problem
we need to tweak how the game generates it for pathing
same thing causes enemies to sometimes warp to an upper/lower floor
i figured
lol
i just realized
i was accidently placing rifle clips instead of mg clips
what's the noclip command again
nvm
found ti
@ancient depot im just double checking because my memory isn't serving me well atm. is there a known problem with ammo and backpacks spawning way lower than it should
https://i.imgur.com/khkDic1.png grinding my way through the textures
aka the ground
yes
we had a temp fix before but it broke other stuff so we removed it
lol
it made other stuff spawn below the floor lol
the good ol' one fix breaks 50 things
@ancient depot btw, can we get a "prop_generic" of some sort? Something to allow us to set dress with IQM models i.e. by placing a prop_generic, specifying the model, and (optionally) specifying the animation to use
Would also be nice if we could somehow set the collisions if we want to override whatever Unity automatically generates
we'll be adding the generic props later on when we have custom models in yeah
kewl
Unity just uses the model itself for collision, so I assume you want to be able to use another entity/brush as the entity's collision?
so i have a question about future duskworld maps
is there any chance of them joining the official rotation? because people dont usually host their own games and instead use the official servers
Oh if that's the case it should be fine, I thought it generated a convex mesh that envelops the model?
But if it can handle concave meshes then w/e
It depends
If the object is not pushable, and it's not a trigger
it can be concave
otherwise it's forced convex
that should probably be fine
@honest stag dunno, maybe/maybe not
undecided rn
but I personally think it'd be cool
I would definitely like to see some improvements to DuskWorld to encourage a lasting community
Can't wait for co-op and full sdk
We'll be merging it into the SDK after coop
Also - how will DuskWorld handle custom content? It'd be super annoying if everybody had to have everything downloaded BEFORE joining
but the Half-Life way of just downloading everything from the server is both messy and potentially dangerous
I think Gmod did a thing where like, servers could force you to subscribe to necessary things off the workshop
Although that too is kind of annoying because there's no separation between what you want to have downloaded and what some random server wanted you to have
Would be nice if server-needed content could somehow be encapsulated so it's only used when joining that server
It'd be super annoying if everybody had to have everything downloaded BEFORE joining
Depending on how things go, it'll likely start out that way but I absolutely want to support servers sending content
As for keeping that content, we can totally expose that as a setting yeah
In that case, servers should have a way to show people a link like "Hey, go subscribe to this collection on the workshop before joining"
but that's a future worry obv
I'd rather avoid recommending people to do that because it would cause issues for non-Steam players
not a thing yet
it's on our trello, we just haven't added it yet
its funny yall mention that because i was just trying to figure out why in Garrys Mod i dont have the stuff i got from a server in single player. i enabled all addons. i have like 30 gigs of crap in cache and none of it shows up. very offtopic but if anyone knows msg me
i thought i was being smart going into ridiculous vehicle modification based servers to download all their crap without having to individually find and subscribe to every single one
where's the pistol draw sound? i cant seem to find it anywhere
does this fit?
i forget
again
is there a way for doors to swing open
instead of just going into the wall
iirc, func_door_rotating doesnt work yet
ok
yeah not yet
okey dokey
cant find the pistol draw sound anywhere at all, does it share a draw sound with another weapon or something?
set the angle property to -1
-2 for downwards, btw
ye
wait isn't supported yet
oh
doors won't auto close just yet
it's not hard to add or anything, it was just skipped over because more important features needed attention
We got buttons working!
Mostly
The whole "X number left" still isn't in
But Dusk already supports that so prooobaky we just need to translate the right stuff
func_y
Func_n
func_no
thatsthejoke
funcy_
As much as I wanna get into all of this amazing SDK shenanigans, I'm probably gonna wait on making a full scale map.
That’s fine
We’ll be rolling out more and more features in the future
So in a few months you’ll have access to quite a few more tools
Sounds great! That give's me plenty of time to get through the rest of the game.
not to mention that some temp solutions will be obsolete later on and older maps will break
like props rotating
same
@honest stag do you know how to use func_breakable
I cannot for the love of god get textures into my maps
don't know what to tell you if the dusk.wad isn't working
it doesnt work i think
@tight fractal no func_y for funky.
but normally func_breakable should also have a health value i think?
might be totally wrong here
like for the prop or a brush to know how much punishment it can take before breaking
there is no way to have the player stripped from all weapons and remove his flashlight right
In Trenchbroom the textures show up perfectly fine, so its probably a problem with compiling
func_breakable isn't supported no
rip
it's a dummy entity right now so it at least spawns
@unique ocean do you have a palette file outside of your map folder?
my map is far from finished but i figure someone might enjoy the mess it is at the moment
i'll give it a go
it's rough
No. Thats probably it
@unique ocean
to make it not feel bad
the open area gets better but it's a bit much with enemies at once i think
there's no end
fyi
once the light fix comes
im going to have to change
so much
i have a crap ton of lights in-game to compensate for it being broken
the map also is beatable in about
15 seconds
eyyy that was pretty cool
i like the city aesthetic
i like the look of it
def better than my attempts
im lucky this turned out as well as it did considering i've never used trenchbroom before
my little doom mapping experience helps
i like the city tho
it's just uh
any secrets?
there isn't a lot of textures for those
not at the moment
i've been tackling just getting the main layout done
the map has been revised several times with the flow
i made the city as a backdrop but it looked cool and i figured people probably would want to explore it in the end
so i opened it up where you can go into the road a bit
so that's changed the flow
i want it to feel fluid and easy to go about in, tackle then the props and such (i keep getting ahead of myself and trying to do this) and then add secrets
so if anyone has played the Backwaters map that is up on the dusk moddb. can you tell me if these look black to you as well? https://imgur.com/a/yivmwoE
rgr
lighting is messed up atm
it's a vehicle from the looks of it
it appears like that even in my map when i had cars in one version
so has anyone upped anything cool on discord over last day that i should check out?
i uploaded a very uncomplete version of my map just a minute ago
there's stuff on moddb
but that's it
afaik
weait
there's one other map too
i uploaded my maps but that doesnt count as cool
we need func_vehicle. So you can shoot out of a window while driving
the one on moddb isnt approved yet, but i dropped an archive here
oh wait it is approved
nvm
hold up
man i am so proud of that shitty fence
nope, i made it by hand from brushes
you poor soul
well i only had to make the vertical and the horizontal bar
then i just copy pasted them
ay that's sick
buttons partially working
magnusson when he hears freeman burnt his lunch
you know, that fence may be a temp solution but i like how it's not 2d at least
when can i play hunt down the freeman in dusk
weird how
Zombie, are you literally the only guy working on the SDK?
o lol
|| my shitpost was so bad he ignored it lol ||
How does func_door currently work in Dusk?
Most of it was done by me, but in the past few weeks I've gotten some of the others to help out
For example, David added the support for buttons
you choose a direction and a speed
should work from there
at least that's how it worked for me
David knows C#?
it's in C i thought
dang dude this Crash is a good little map
ey thank you
i wish i could add good lighting to it
Noice
checking out your map vriska
@ebon jetty I'm aware, but there's an issue in (some?) HL maps where the direction is ignored, which is why I ask
I think we forgot to make one of the trigger types invisible lol
hehe
OMG the vending machine buttons work
like half-life's AAATrigger texture and whatnot
@ebon jetty digging how yours is coming too
i love how there seems to be more people making maps for dusk that playing them lol
I'm waiting for the FGD before I really start hammering some maps out
@ebon jetty i noticed there was a dude on the roof. would be cool to have a way up there and maybe some more dudes and a secret
i clipped up there just to see after i saw that one guy
haha
i am interested in making it go up
but the problem is i need to find a way to make a convincing backdrop
or change the skybox
aka i want to make it feel like you're in a city if i did that
rather than you can see the areas that are rough behind the scenes
if anything the best maps right now will be the ones in enclosed or places underground
all these buttons are making me feel good
Hey Zombie when're we getting RAGE map support?
So wait @ancient depot how are the HL1 maps textured if they don't support custom textures yet?
@honest stag how could you do this to me
When I achieve a state of enlightenment
how could you send me to a level that's just void
The textures are embedded in the maps
Understandable.
oh the jump pad lol
How do that intentionally? Cuz my earlier Half-Life map (with the door issue) the textures didn't work
I'm not sure, depends on your map compiler
There should be a setting to force textures to be embedded
I've never actually played with the RAGE mapping tools so I'm curious what formats they use and such.
@honest stag i found your smile
oh i didnt think anyone would
try to find all 7 secrets (6 will do because 1 is kind of borked but you can find it)
i found the first one where you || spawn ||
man, quake maps are a LOT more playable with buttons and triggers implemented
once we fix the water and get lifts in, they should be pretty much fully playable
I still can't get over that Quake doesnt have a "USE" key
heh
i can only find 3 atm
hey is it me or the crossbow knockback is reeeealy strong in the sdk?
there's 2 in the starting area before you enter
3 in the factory
2 outside but before the stone tunnel
(1 of the outside secrets in kinda broken, but the trigger works)
the starting area ones are great
ayyy, back from the dead
heyo
heya!
i dumped my map into the addons category of moddb, it's actually (sorta) finished
i have no clue how to make the third one, but i'll def wait a bit for future patches
so we put maps in addons category?
i did because moddb was an ass and i couldnt add it into "mods"
so i had to use "addons"
no difference really
lol
that actually makes sense since you didn't change any sounds, textures etc
and it's basically an addon
yeah basically
i know what you did
good job
i only noticed it after uploading, and whatever it's fine you can jump over anyway
@acoustic hedge nice map you have here
oh yeah his map was damn cool i liked it
some pickups look like this tho
@honest stag did you upload something i didn't see on moddb?
man, i REALLY shouldnt link this all the time
probably would have been better to dm it
i can already see that you updated those maps
other than that - nope
the map is like 2x the size it used to be
oh wow
oh hell yes
buttons time?
PogChamp
i chuckle everytime windows defender tries to stop me from downloading zombie's dll's
@honest stag nice level, although levitating forklifts spoil the mood a little bit
🙂
i hate myself for not noticing them before uploading lol
@ancient depot game crashed
lol
I guess this is another case of it wanting a full build
that's annoying
fuggin' Unity
and you already unpinned previous dll
buttons, more triggers, support for master spawn points in half life maps
🔘
and multi_manager
which triggers if i may ask
^
trigger_auto
trigger_multiple
trigger_once
trigger_secret
trigger_changelevel
multi_manager
are the triggers supported rn
oh thank you
as in, with that patch
in the current steam build it's uh
just trigger_secret and trigger_changelevel I think
noice
but yeah we'll have to wait until someone can get a new build on Steam sadly
I don't know how to publish builds to Steam so I can't do that currently
Vriska wtf
...where even is this
ohhhh that place
i kinda relied on the player never seeing that aread but we have noclip do we
and rocket jumping :p
those are entities which spawn under the floor for some reason
oh yeah i didnt do any invisible walls
it's A FEATURE
heh
like secrets that you can't trigger in doom or doom 2
don't remember
"it's a feature"
also, Vriska
i didn't find 2 secrets
which weapon does item_cells give ammo to?
@honest stag dusks prequel
quake remnants i guess?
i guess that's something quakish
yea
Vriska where are all of the secrets
i found only 5
that 4 secrets from previous versions and new one with Jakob
so the ssg, the riveter which you helped me place, the hallowed health on the big barrel, 2 shotgus, shotgun ammo on the crane thing, top of the church cross (this is the borked one, there should be a HH but it's on a floor below, can get there via the big jump pad)
and jakob
they're intentionally named to be the same fgd class as quake "equivalents" but that can also be kinda confusing lol
i should have put a sword there, missed opportunity
i mean no hurty with guns
what
well throwing rocks at people counts as hurty so its a bit tricky
cause i accidentally shot priestess once with pistol
ahh idk i mostly do pacifist when im tryhard
ah, screw, let's see if it counts
rip
oooh that looks nice
yeah, looks nice
I like them arches
i had lava castle in quake, inspired by cathedral from e3m1
i suggest not using same texture everywhere
make it look diverse(?)
i was thinking of making it like the city of shadows level
yeah for now its just how i imagine it to look
ill add more detail later
city of shadows Kreygasm
so about 8 months ago someone used trenchbroom to make a map concept and we traded maps
i still have this guy's map and i dont know if he is still active
i wonder if it'll be ok if i compile the map and upload it - it looked SO GOOD
like really fuckin good
ok, that's nice approach
you can probably google his social media
i'll look for him in my discord dms
huh it seems like he's not on discord/hasnt posted here, even tho we traded maps in here
yeah he left this server it seems
what a shame
i dont think it's going to be super bad if i just show you guys a screenshot or 2
go ahead
you pointed that it's not yours, so i think it's ok
At least give him credit if you do upload it
i wont upload the map
that's a very distinctively quake map
lookin good
Looks cool but will probably need to be scaled up a bit for Dusk
yeah again, this was before we got dusk textures
Dusk guy is a big dude
i was in shock lol
and i sent him my piece of shit "first" map i was so ashamed
basically it's a huge shame he left the server
this already looked awesome and i wish he made a proper dusk map
maybe you can like continue on his legacy
yeah looking back at this map is inspiring honestly
maybe you can tweak it and finish it
nah i wont use it directly, but i like some of the stuff he did
like this thing looks really damn cool and i wish i used it in my industrial crane thingy
http://skrinshoter.ru/i/050120/E4QPRnDe.png
i mean you can use some of their ideas probably
i used to play this one online building game and people were borrowing ideas like crazy
How to win at quake 3 find a staircase and find a shotgun then "Camp" ( completely lock down and use it as cover going under it and over it constantly) the staircase with a shotgun
If you're going to get somebody who hasn't played the game for long they won't be able to kill you unless you fuck up
😂 👌
no beef about it too. only a fool would be mad about their waterslide design getting stolen
I don't know what I did but I have seemed to break lights completely on my map
maybe you didnt compile them?
sometimes i uncheck things in the compiler and dont notice right away
remixing ideas is cool and beautiful. modding is full of people straight up taking modules, sprites, textures and shit and reusing it creatively
yeah
as long as you're not straight up flipping assets that is
Improvise adapt overcome
ye, alright
i'll def look back to it when i'm making the next map
@ancient depot ok, not only these triggers count as two, but for some insane reason this one doesn't trigger two secrets at the same time. I mean i can jump here, trigger secret, jump off, jump on and trigger it again
wtf
no copies
secret triggers might not be set up right, I'll look into it
holy shit fuck doom's texture format
that's kinda funny tho
all I wanted was a contiguous lump to load and be done, and what I've got is this composite mess
Texture lumps in Quake BSPs are similar
how the hell do your lights look so good
i don't know honestly
also music?
ohh i see
it's the meat cube
mouth and eye cube
i got tf2 vmfs to open in trenchboom and subsequently dusk. I'm assuming they handle floors differently in source cus floors broke
nah thats just brushes that dont render lol
i was asking toaster
ah srry
nope
i tried using 2fort in dusk and nope
@torpid agate run the game using the batch file and you'll get an output log in etc/usr/
that log will display messages about missing entities
that'll give us a hint at what we need for that map to display right
@half vessel I tried putting out a small patch but it turns out we need to do a full build later for Steam so not yet
@torpid agate hmm, are the missing floors displacements?
they're not implemented AFAIK
and source games abuse the fuck outta displacements
prolly, i know all floor brushes show up as "undefined" when i open it in trenchboom
http://skrinshoter.ru/i/050120/nZlws0ZM.png
looks familiar 
also
are colored lights actually not supported yet? because
http://skrinshoter.ru/i/050120/H7NFZzHR.png
lol
jesus fuck
Who else wished modern games would allow you to turn texture filtering off, aka nearest mipmap
are you going to raplace weapons with BJ once it will be possible?
hand up
that's a fantastic idea
big jusk, everything is big john
dusk dude holds a tiny big john who is holding various weapons
i can't tell what would be better
a gun made out of big johns
or a tiny big john holding a gun
@gritty forge also i wish more modern games to have instruments for easy modding
tiny big john holding a gun out of big johns
So like I play Fistful of frags with texture filtering off
Now if only csgo allowed me to
oh god someone actually plays fistful of frags
fistful of frags is good
Just go Hatchett and tracking
And bhop all over the map
so FOF isn't so dead as i thought?
lol
you can consistently find populated servers on FOF actually
Because of the way the jumping works
man
when most features are introduced into dusk there's def going to be teams for mods
like 1 guy going models, other UI, third maps and so on
what i like about FOF is shooting, or rather how it works
which is awesome
you literally need to learn how to shoot in fps
what I like about FOF is just how silly the mechanics of shooting make the gameplay like
@honest stag yep
one of the reason why i even started mapping is because i really want to make big themed modpack
not gonna say what it is now
i'll keep it secret for now

wild west styled campaign with revolvers and shit oh yes
and what's good about being able to make modpacks in games like dusk is that you can call your shit "game" without actually making one
The only thing about Fistful of frags is I don't actually really ever use guns I use the bow and arrow and the hatchet
Lmao
wonder what the Final SDK's sourcecode will be licensed as
man there is so much that can be done with the tools we already have i cant wait for more
like you can already have jdusk and on top of that make a fully big john themed map
wild west styled campaign with revolvers and shit oh yes
NOON
i remember making melee only biulds in FOF and it was awesome
@honest stag yes, and that's why duskdevs are awesome
LMAO
thanks, duskdevs!
@lapis hare sequels called MORN
what
Dusk
Noon
Morn
Ing
I N G
precisely
is that a fucking banana john
me when making just textures
ok i wanted to make a joke but that might be banable so no
That would be a hilarious series if ING was the best game
fucking dick kickem
I N G
lmao
@small gate It'll be MIT licensed
Or maybe ISC licensed
Haven't decided yet
As far as what you can actually do, both licenses are identical
absolutely based the lot of you
i placed smaller trigger secret and now it counts as one

might it be because of the size?
aren't there like several different MIT licenses
have i ever mentioned how much i hate what i've created
some of them allow peoples to make money using your stuff etc
did you replace the picture of duskdude at the end with big john
no idea
cursed
blessed
new game + is you going through the game as big john to take down duskdude
and he taunts you by putting your face on everything
and when big john wins he goes https://twitter.com/Coblin_Toota/status/1213634333606416385
Since my previous thing sounded dangerously close to Sonic.
@DeputyRust you've awakened something dangerous. https://t.co/x9P0wqUWcM
474
1580
its low effort
oof
we disabled cutscenes because they broke when we migrated the codebase to a newer Unity version (which was necessary for the SDK)
so the new canon is that duskdude just fucking dies now
nyarla's hentai power kills him
love it
once scriting is a thing i hope for parkour mode
like
getting score for flips, longjumps etc
can't wait for the titanfall mod
how do you make dusk even faster?
add slide hopping and wall running
and a grappling hook
Hey all - I've created a temporary FGD file for DUSK to use until the official one comes out. It (should) have everything Dusk supports and nothing it doesn't. It also uses placeholder models from Quake for entities.
it's bound to happen though
Probably some errors here and there but it should help with mapping
👀
there's a titanfall movement mod for hl2
oh i'll try it
does it let you use individual textures instead of wads
It doesn't have any of the set dressing stuff in it though since that stuff will be difficult to place properly until we can see the official models in the editor
@fluid nimbus that's up to the editor and I don't think any Quake-derived map editor supports that. Just throw whatever textures you want to use into a WAD and embed them in the map
This is intended to be used with the Quake engine configuration
There's also HLTextureTools which is quite nice
point it at a folder with pngs or whatever and use it
try me map, please, i want some feedback. going to install fgd now
hell yeah let's go
I know, I just don't want to be limited to quake's palette, or any palette tbh
i'm loading it up
Half-Life WADs aren't limited to a specific palette
i mean dusk textures arent limited arent they
So use HLTextureTools if you want to make a WAD not limited to a palette
I'm using my own textures
You are limited to 256 colors, but each image can have any 256 colors
Yeah, I'm hoping to add WAD3 support to MakeWad for that reason
the level transition to ratacombs is broken
Campaign level transitions seem broken in general at the moment
@lament ore your fgd seems to work fine
damn
@long anchor screenshot pls I'm using JACK
hell yeah your map looks damn fine
also
plays well too, more enemies wouldnt hurt
this isn't known to most people but
you can change the name of your mod in the modding menu
and give it a preview image
nice
oh wow
You put a "description.xml" file in your mod folder
Btw I noticed while making the FGD - the trigger solid entities aren't in entities.txt. They will be supported, right?
any way we could have maps organized into folder in the custom level name in a future update?
For example, here's the one I have for dusk (which I guess was accidentally left out of the Steam upload)
and here's preview.png
instead of all active mods's maps mixed together
Specifically trigger_once and trigger_multiple
<content> is a list of stuff that your mod contains, separated by spaces
It can contain any of the following:
So for example, <content>Sounds Textures Levels</content>
oh that's really cool actually
yeah thats neat
so preview.png should just be in the same place as the description?
it can be anywhere, description.xml specifies where it is
<descriptor>
<title>DUSK Base Content</title>
<author>David Szymanski</author>
<content>All</content>
<summary>The base content for DUSK.</summary>
<preview>preview.png</preview>
</descriptor>
the contents of the description.xml I just posted
@ancient depot btw still no luck in getting ZHLT not to do the black lightmap thing. I don't think EricW's tools have an option to embed textures in the BSP so that's not super tenable atm. Any way we could get an explicit override option? E.g. a "fullbright" property on worldspawn that is either 0 or 1
I'm planning on adding texture wad support either tonight or tomorrow so it won't be a problem by then
quick question, how do i set my game onto the SDK beta in the steam betas tab?
kk
@faint kestrel Check the pinned messages, there's a beta branch code you need to put in
the pins smh
ok thanks
np, have fun!
@lament ore nothing to show really, there's just no objects and props in entity tab
You guys probably already know this, but the SDK clearly messed with Dusk. Like the lighting seems darker, textures are flickering, and some geometry you see out into the void
yep, known problems
also the buttons dont work
at least the button to open the garage on homecoming in episode 3
it works as a button
but the texture doesnt change
Zombie made new dll where buttons work but dll crashes the game lol
Yeah, it seems Unity doesn't like recompiled dlls with new classes without a rebuild
Which is annoying
At least you know the problem, so thats good.
i heard unity is overall kinda assy
I dont envy being a game dev
doors are broke right?
Wav files aren't loading in
files have to be flac rn I think
why are mine just moving forward and back, regardless of angle?
ayyy, I made some extra fixes to triggers and now this transition works:
@misty barn Do they have the exact same name as the original sound that you're replacing? Including ending in .ogg or .flac despite being a wav file?
hold up
are you saying that those transitions are actually a thing now?
my doors move the correct position in Quake
or at least will be
just not in DUSK
soon
No it's still a normal transition, but the level transition was triggered by something other than the player directly entering it
ah alrighty
oh nice
and yeah something is wrong with how we calculate door positions atm, it works perfectly for some doors but fails for others
door stuck
I BEG YOU
TIL these chairs are func_pushables but you can't normally push them in regular HL because the scientists are sitting on them
they're waiting for you in the test chamber, duskdude
@long anchor try this fgd for trenchbroom and tell me if the entities show up https://drive.google.com/open?id=1NztxZXWEeksoddhfFse4fzV7k0v0h8-L
Half-Life's auto-doors work now btw
as in the ones you walk near to open
since they're just triggers
nice
oh hey it's the trigger_auto right?
trigger_multiple
for automatic doors
trigger_multiple is for doors that open when you are near? just to be sure
@lament ore nope
Step 1: Make Dusk
Step 2: Release Dusk SDK
Step 3: Make literally every game that's ever existed in said SDK
Step 4: There is no step 4
that's not really an issue since you can place objects and props by renaming other ents
@long anchor Huh. Oh well
@honest stag trigger_multiple is just a trigger that you can trigger multiple times
trigger_auto is a trigger that triggers itself automatically after a delay
faith tc for dusk: taking "WHAT I AM ABOUT TO DO HAS NOT BEEN APPROVED BY THE VATICAN" to a new level
hmm
In this you can see one of our problems with doors, notice how the glass in the double doors doesn't open all the way
theoretically, is it possible to trigger an explosion?
eventually, yes, once we hook up the trigger system to them
has anyone made a big john minecraft skin yet
Triggering explosions is the natural progression to cs_crossfire
normal modder: I will demake X game in doom
crazy modder: I will recreate X game in doom
zombie: what if we just mixed all the games
isn't it the same thing
funny you say that johnny
@torpid agate isn't it just trigger_hurt with sounds?
I have a project that might blow your mind regarding that later
rogue lite mode that just chains random maps from doom, quake, half life, etc
^
he's gonna mix all the games watch out
make maps from all games compatible with dusk sdk
that'd be cool as shit
quask-liom
I trust you man, if you've come this far I don't doubt it one bit
a game that just takes maps and enemies from any other compatible game you own and mash them together in a rogue lite
so like reelism but roguelite instead
...alright can someone tell me, a dumbass, how to make a door open when you approach it because i kinda have no clue
in quake they do that already but i want my gates to open at the same time and not with a manual touch
added a dummy ent for func_platrot so this actually spawns now
Why does ericw's tools lack qcsg? is it merged into qbsp?
I'm using the compilers from here: http://voidspark.net/projects/bjptools_xt/
ah yesss
food
back to mapping
@honest stag so, how's the map? i think i missed your messages (if you wrote them in the first place lol)
I did
Said the map looked awesome and played well
More enemies wouldn't hurt, unless you plan to make your nap long and the number if enemies increase
i'll def make it longer
I really like the pipe secret
How it looks and all
i'm thinkin about extending it into something bigger
have you found textures for colored doorways?
hm?
oh yeah i used other textures for them
quake has really nice ones
like i would just get a texture that has red on it, enlarge it a lot so only the red part is visible and there you go
makeshit colored doorway
lol i used the same one, good choice
do these things look like wires?
Kinds more like chains to me for some reason
you're probably better off with a one-sided brush with a transparent wire/chain texture
like they'd do with chain fences back in the day
transparent oh no
transparency is not a thing now 😦
OOF
you mean this?
at least your background is also black
but yeah, that
it's usually better than chunky polygons, or worse, small volume ones (provided some mipmapping is enabled)
i like how mapping encourages me to grab my drawing tablet and draw concepts
That's cool. I like that. Good planning method
That’s pretty cool. It remind me of Der Riese from cod zombies
didn't play cod zombies heh
@gritty forge yeah, it is. If you forget what you were up to with your map - take a look at this pic and bam, now you remember
I can sorta see the resemblance. Looks like the power switch room lol


