#dusk-modding

1 messages · Page 22 of 1

alpine depot
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it's so ancient

ebon jetty
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hammer 2 on the horizon boys

alpine depot
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thank FUCK

torpid agate
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Trenchbroom has the easiest learning curve imo

ebon jetty
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new hammer tools when hl:a drops

solid isle
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What don't you like about Hammer besides ancient and archaic?

alpine depot
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i'd be churning out hl1/hl2 maps if hammer wasn't so atrocious

late forum
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I make stuff in unity and having to mod a unity game with software that traces roots to 1998 makes me consider sudoku

solid isle
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like, specifically

late forum
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its ridiculously complex and making stuff work often feels like black magic

solid isle
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??

honest stag
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for me hammer was just... confusing
very confusing
but i see how people like it

alpine depot
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as another fellow unity user i cant wait to be able to make custom scripts and whatnot when that arrives with the SDK

late forum
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lighting etc especially

torpid agate
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Hammer is confusing as hell to me

solid isle
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you make sealed rooms and put a light in it
same as any other editor

honest stag
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yeah i couldnt even make that properly

late forum
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I ran into a lot of glitching in my attempted tf2 mapping shenanigans

solid isle
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is that Homestuck Big John?

late forum
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and the source engine is held together by duct tape and spit

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so

honest stag
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Vriska John in fact

solid isle
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the Source Engine being held together by duct tape and spit is a meme

late forum
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seems accurare in my experience

solid isle
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perpetuated by a lot of people just saying that shit over and over again

late forum
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its amazing how far its been pushed but

hard pollen
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It definitely is held together by duct tape and spit, especially by modern standards.

late forum
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its got very tight limits

solid isle
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"I saw a shitty looking map once, so it must be true"

chrome wagon
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You could add that to dusk as a skin now =P

late forum
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it wasnt never meant to do more than what you would do in 2004

solid isle
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so?
We're making Quake/ HL-grade maps

late forum
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true

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I respect the older style of workflow

hard pollen
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I've just never liked working with brushes.

late forum
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just not something I am never gonna even attempt with anything other than trenchbroom

hard pollen
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Working with meshes is just, more enjoyable for me.

solid isle
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and on the otherhand, I hate meshes, and making them is really slow

late forum
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brushes speed dev time so much

honest stag
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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

solid isle
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and in games made of brushes, it's dummy quick and easy for me to make stuff

late forum
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realtimecsg is basically brushes for unity right

solid isle
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uhhh ProBuilder I think

late forum
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probuilder is explicity mesh creation

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its in engine but its mesh focused

solid isle
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it gives you the grid-style creation of a BSP editor though

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if you so choose

chrome wagon
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there should be an doom builder equivalent for quake =P

late forum
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the fact that progrids and builder are technically unity but not properly integrated is my fave part

solid isle
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I thought they've been integrated for a few years now

chrome wagon
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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.

iron needle
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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

late forum
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they are downloadable but the integration isnt easy in my experience

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nice, I might have to check it out, david

solid isle
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oh man realtimecsg looks kind of hot

fiery dome
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Why is my name Dillow Pillow still lmao

iron needle
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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

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Current NB games are using a mix

late forum
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also be a lad and opensource the rcsg branch :V

iron needle
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Although tbf I hear PB brush support has gotten better

fiery dome
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It is! Let me get the link

solid isle
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what kind of tool is PB then?

late forum
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PB is much better for mapping now than what is was back thwn

solid isle
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I used it a bit and it seems fine

late forum
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@solid isle basically it used to be just "make meshes and maps maybe"

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then unity bought it as an in editor level editor

hard pollen
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PB is just modelling in Unity.

late forum
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but had to improve it a lot

solid isle
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I see. That makes a bit more sense.

hard pollen
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Personally I'm the type to like keeping their game dev tool and their 3D asset creation tool separate.

late forum
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I havent used either rcsg or probuilder on unity yet because I am a fucking caveman

hard pollen
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I'd rather use two good tools than one kinda dodgy tool.

late forum
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three dodgy tools because they are easy

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🤔

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though one question @iron needle

would it ever be possible to make dusk levels as unity scenes some way or the other?

fiery dome
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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.

iron needle
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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

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but I really love RCSG and that workflow

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not having to worry about topology = 10/10

late forum
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I just stuck to random generation/2d/using meshes so far

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but next couple projects will require bigger tools so im glad I listened to you guys' retrospectives

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also will the scripting language for dusk sdk be c#?

solid isle
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DUSKC when

alpine depot
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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?

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or maybe it'll be in Scratch

honest stag
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question

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who is authorizing mods on moddb?

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and addons

solid isle
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It's in C

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so it quite actually is DUSKC

honest stag
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DUSC

solid isle
ebon jetty
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how do you make something that ends a level

honest stag
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trigger_changelevel

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a brush entity

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like a secret

ancient depot
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we fixed buttons spawning in random spots btw lol

honest stag
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oh hey cool
but they still dont work right?

ebon jetty
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nice

ancient depot
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they should partially work in the next patch

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like they should be able to trigger doors and stuff

honest stag
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oooh yes

ebon jetty
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any word on dusk objects that seem to have textures brightness maxed or whatever it is

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|| and lighting :v ||

ancient depot
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afaik that'll be fixed too

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I only just woke up so I'm not up to speed yet

ebon jetty
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aight

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sorry for pestering ya then didn't know you just woke up

ancient depot
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no worries lol

ebon jetty
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so uh

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i don't know what i can do to fix this

solid isle
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What's that yellow sky people are using?
I need something other than solid black sky textures

ebon jetty
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it's default

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at least for me

solid isle
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just not sealing the map?

ebon jetty
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make sure your worldspawn has light btw

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but yeah i don't do anything it looks like that default for me

solid isle
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must be a trenchbroom thing in which it doesn't give a shit about a map being sealed

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alas I must wait for skies :[

ebon jetty
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im using trenchbroom

solid isle
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yeah

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I'm using JACK

ebon jetty
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rip

ancient depot
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@ebon jetty nothing you can do to fix that atm, it's a navmesh problem

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we need to tweak how the game generates it for pathing

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same thing causes enemies to sometimes warp to an upper/lower floor

ebon jetty
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i figured

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lol

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i just realized

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i was accidently placing rifle clips instead of mg clips

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what's the noclip command again

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nvm

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found ti

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@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

little bay
ebon jetty
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aka the ground

ancient depot
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yes

ebon jetty
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ok

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double checking

ancient depot
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we had a temp fix before but it broke other stuff so we removed it

ebon jetty
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lol

ancient depot
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it made other stuff spawn below the floor lol

ebon jetty
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the good ol' one fix breaks 50 things

lament ore
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@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

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Would also be nice if we could somehow set the collisions if we want to override whatever Unity automatically generates

ancient depot
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we'll be adding the generic props later on when we have custom models in yeah

lament ore
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kewl

ancient depot
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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?

honest stag
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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

lament ore
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Oh if that's the case it should be fine, I thought it generated a convex mesh that envelops the model?

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But if it can handle concave meshes then w/e

ancient depot
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It depends

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If the object is not pushable, and it's not a trigger

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it can be concave

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otherwise it's forced convex

lament ore
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that should probably be fine

ancient depot
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@honest stag dunno, maybe/maybe not

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undecided rn

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but I personally think it'd be cool

lament ore
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I would definitely like to see some improvements to DuskWorld to encourage a lasting community

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Can't wait for co-op and full sdk

ancient depot
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We'll be merging it into the SDK after coop

lament ore
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Also - how will DuskWorld handle custom content? It'd be super annoying if everybody had to have everything downloaded BEFORE joining

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but the Half-Life way of just downloading everything from the server is both messy and potentially dangerous

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I think Gmod did a thing where like, servers could force you to subscribe to necessary things off the workshop

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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

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Would be nice if server-needed content could somehow be encapsulated so it's only used when joining that server

ancient depot
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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

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As for keeping that content, we can totally expose that as a setting yeah

lament ore
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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"

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but that's a future worry obv

ancient depot
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I'd rather avoid recommending people to do that because it would cause issues for non-Steam players

little bay
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is that?

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🤔

ebon jetty
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i forget is there a way to have campfire's already lit

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was that even a thing

honest stag
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not a thing yet

ancient depot
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it's on our trello, we just haven't added it yet

balmy jetty
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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

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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

alpine depot
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where's the pistol draw sound? i cant seem to find it anywhere

honest stag
ebon jetty
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i forget

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again

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is there a way for doors to swing open

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instead of just going into the wall

honest stag
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iirc, func_door_rotating doesnt work yet

ebon jetty
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ok

iron needle
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yeah not yet

ebon jetty
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okey dokey

alpine depot
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cant find the pistol draw sound anywhere at all, does it share a draw sound with another weapon or something?

ebon jetty
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uh

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how do i get doors to go up

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to open

honest stag
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set the angle property to -1

ebon jetty
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ty

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and the wait property

ancient depot
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-2 for downwards, btw

ebon jetty
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ye

ancient depot
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wait isn't supported yet

ebon jetty
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oh

ancient depot
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doors won't auto close just yet

ebon jetty
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oh

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ok

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i was making sure

ancient depot
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it's not hard to add or anything, it was just skipped over because more important features needed attention

ebon jetty
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ye

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it's fine

iron needle
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We got buttons working!

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Mostly

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The whole "X number left" still isn't in

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But Dusk already supports that so prooobaky we just need to translate the right stuff

ebon jetty
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func_breakable

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how does it work

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one can only wonder

gritty forge
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func_y

tight fractal
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Func_n

gritty forge
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func_no

tight fractal
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thatsthejoke

honest stag
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funcy_

ebon jetty
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i don't know what i did

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but i keep spawning with shotguns

astral mural
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As much as I wanna get into all of this amazing SDK shenanigans, I'm probably gonna wait on making a full scale map.

tight fractal
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That’s fine

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We’ll be rolling out more and more features in the future

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So in a few months you’ll have access to quite a few more tools

astral mural
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Sounds great! That give's me plenty of time to get through the rest of the game.

honest stag
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not to mention that some temp solutions will be obsolete later on and older maps will break

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like props rotating

ebon jetty
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ye

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my map will break

honest stag
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same

ebon jetty
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@honest stag do you know how to use func_breakable

unique ocean
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I cannot for the love of god get textures into my maps

ebon jetty
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don't know what to tell you if the dusk.wad isn't working

honest stag
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it doesnt work i think

gritty forge
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@tight fractal no func_y for funky.

honest stag
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but normally func_breakable should also have a health value i think?

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might be totally wrong here

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like for the prop or a brush to know how much punishment it can take before breaking

ebon jetty
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@ancient depot

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does it even work atm

honest stag
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there is no way to have the player stripped from all weapons and remove his flashlight right

unique ocean
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In Trenchbroom the textures show up perfectly fine, so its probably a problem with compiling

ancient depot
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func_breakable isn't supported no

ebon jetty
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rip

ancient depot
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it's a dummy entity right now so it at least spawns

honest stag
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@unique ocean do you have a palette file outside of your map folder?

ebon jetty
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my map is far from finished but i figure someone might enjoy the mess it is at the moment

honest stag
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i'll give it a go

ebon jetty
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it's rough

unique ocean
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No. Thats probably it

ebon jetty
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very rough

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my problem is the first area is big and open

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which needs props

honest stag
ebon jetty
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to make it not feel bad

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the open area gets better but it's a bit much with enemies at once i think

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there's no end

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fyi

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once the light fix comes

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im going to have to change

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so much

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i have a crap ton of lights in-game to compensate for it being broken

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the map also is beatable in about

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15 seconds

honest stag
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eyyy that was pretty cool

ebon jetty
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i like the city aesthetic

honest stag
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i like the look of it
def better than my attempts

ebon jetty
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im lucky this turned out as well as it did considering i've never used trenchbroom before

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my little doom mapping experience helps

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i like the city tho

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it's just uh

honest stag
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any secrets?

ebon jetty
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there isn't a lot of textures for those

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not at the moment

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i've been tackling just getting the main layout done

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the map has been revised several times with the flow

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i made the city as a backdrop but it looked cool and i figured people probably would want to explore it in the end

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so i opened it up where you can go into the road a bit

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so that's changed the flow

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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

balmy jetty
ebon jetty
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it does for everyone

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it hsould

balmy jetty
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rgr

ebon jetty
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lighting is messed up atm

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it's a vehicle from the looks of it

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it appears like that even in my map when i had cars in one version

balmy jetty
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yeh that seemed like a weird thing for lighting to be messing up

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so all vehicles?

ebon jetty
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yeah

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lighting should be fixed in the next update

balmy jetty
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so has anyone upped anything cool on discord over last day that i should check out?

ebon jetty
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i uploaded a very uncomplete version of my map just a minute ago

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there's stuff on moddb

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but that's it

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afaik

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weait

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there's one other map too

honest stag
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i uploaded my maps but that doesnt count as cool

ebon jetty
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i forgot

balmy jetty
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absolution?

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ill check yours and vriskas

crystal lily
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we need func_vehicle. So you can shoot out of a window while driving

honest stag
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the one on moddb isnt approved yet, but i dropped an archive here

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oh wait it is approved

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nvm

ebon jetty
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hold up

honest stag
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man i am so proud of that shitty fence

ebon jetty
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do you have a gate texture

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oh

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that fence

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you built it piece by piece didn't you

honest stag
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nope, i made it by hand from brushes

ebon jetty
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you poor soul

honest stag
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well i only had to make the vertical and the horizontal bar
then i just copy pasted them

honest stag
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took a minute

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oh shit nice

ebon jetty
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ay that's sick

ancient depot
lament ore
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ayyy

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Did you ever fix the doors?

lapis hare
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magnusson when he hears freeman burnt his lunch

honest stag
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you know, that fence may be a temp solution but i like how it's not 2d at least

ebon jetty
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when can i play hunt down the freeman in dusk

ancient depot
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We're still looking into the door issue

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it's a bit weird

lament ore
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weird how

ancient depot
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weird because I can't figure out what causes it

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lol

crystal lily
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Zombie, are you literally the only guy working on the SDK?

lament ore
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o lol

ebon jetty
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greenboys || my shitpost was so bad he ignored it lol ||

lament ore
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How does func_door currently work in Dusk?

ancient depot
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Most of it was done by me, but in the past few weeks I've gotten some of the others to help out

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For example, David added the support for buttons

ebon jetty
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you choose a direction and a speed

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should work from there

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at least that's how it worked for me

crystal lily
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David knows C#?

ebon jetty
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it's in C i thought

ancient depot
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Yeah

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No, C is user scripts

balmy jetty
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dang dude this Crash is a good little map

ebon jetty
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ah

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mb

honest stag
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ey thank you
i wish i could add good lighting to it

torpid agate
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Noice

ebon jetty
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checking out your map vriska

lament ore
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@ebon jetty I'm aware, but there's an issue in (some?) HL maps where the direction is ignored, which is why I ask

ebon jetty
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i downloaded it earlier but got distracted

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@lament ore ah

honest stag
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be aware
"first" sucks ass

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like it actually sucks, no humbling or joking

ancient depot
ebon jetty
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hehe

lament ore
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GABE TRIGGER

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GABE TRIGGER

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Also we really need dev textures in the Dusk WAD

ancient depot
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OMG the vending machine buttons work

lament ore
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like half-life's AAATrigger texture and whatnot

balmy jetty
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@ebon jetty digging how yours is coming too

honest stag
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i love how there seems to be more people making maps for dusk that playing them lol

ebon jetty
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@balmy jetty ty

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it doesn't have much to it atm

lament ore
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I'm waiting for the FGD before I really start hammering some maps out

balmy jetty
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@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

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i clipped up there just to see after i saw that one guy

ebon jetty
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@balmy jetty it actually is a bug

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he shouldn't be spawning up there

balmy jetty
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haha

ebon jetty
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i am interested in making it go up

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but the problem is i need to find a way to make a convincing backdrop

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or change the skybox

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aka i want to make it feel like you're in a city if i did that

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rather than you can see the areas that are rough behind the scenes

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if anything the best maps right now will be the ones in enclosed or places underground

ancient depot
ebon jetty
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my idea was to make you go fetch a key and backtrack

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ay

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button

honest stag
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all these buttons are making me feel good

hard pollen
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Hey Zombie when're we getting RAGE map support?

lament ore
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So wait @ancient depot how are the HL1 maps textured if they don't support custom textures yet?

ebon jetty
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@honest stag how could you do this to me

ancient depot
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When I achieve a state of enlightenment

ebon jetty
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how could you send me to a level that's just void

ancient depot
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The textures are embedded in the maps

hard pollen
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Understandable.

honest stag
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wait what

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what do you mean

ebon jetty
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im talking about the tp

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the one you said don't use

honest stag
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oh the jump pad lol

lament ore
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How do that intentionally? Cuz my earlier Half-Life map (with the door issue) the textures didn't work

ancient depot
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I'm not sure, depends on your map compiler

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There should be a setting to force textures to be embedded

hard pollen
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I've never actually played with the RAGE mapping tools so I'm curious what formats they use and such.

lament ore
ebon jetty
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@honest stag i found your smile

honest stag
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oh i didnt think anyone would

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try to find all 7 secrets (6 will do because 1 is kind of borked but you can find it)

ebon jetty
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i found the first one where you || spawn ||

ancient depot
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man, quake maps are a LOT more playable with buttons and triggers implemented

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once we fix the water and get lifts in, they should be pretty much fully playable

crystal lily
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I still can't get over that Quake doesnt have a "USE" key

ancient depot
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it does, it's just not used

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get it

honest stag
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heh

ebon jetty
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i can only find 3 atm

honest stag
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hey is it me or the crossbow knockback is reeeealy strong in the sdk?

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there's 2 in the starting area before you enter
3 in the factory
2 outside but before the stone tunnel

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(1 of the outside secrets in kinda broken, but the trigger works)

ebon jetty
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the starting area ones are great

long anchor
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ayyy, back from the dead

honest stag
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heyo

long anchor
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heya!

honest stag
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i dumped my map into the addons category of moddb, it's actually (sorta) finished

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i have no clue how to make the third one, but i'll def wait a bit for future patches

long anchor
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so we put maps in addons category?

honest stag
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i did because moddb was an ass and i couldnt add it into "mods"

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so i had to use "addons"

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no difference really

long anchor
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lol

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that actually makes sense since you didn't change any sounds, textures etc

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and it's basically an addon

honest stag
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yeah basically

ebon jetty
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ez map

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EZZZZZ

honest stag
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i know what you did
good job

ebon jetty
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shhhh

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ignore the hole in the fence

honest stag
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i only noticed it after uploading, and whatever it's fine you can jump over anyway

long anchor
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@acoustic hedge nice map you have here

honest stag
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oh yeah his map was damn cool i liked it

long anchor
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@honest stag did you upload something i didn't see on moddb?

honest stag
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man, i REALLY shouldnt link this all the time
probably would have been better to dm it

long anchor
#

i can already see that you updated those maps

honest stag
#

other than that - nope

long anchor
#

Post and discuss mods for DUSK.
i guess that's ok

#

gonna download and play it anyway

honest stag
#

the map is like 2x the size it used to be

long anchor
#

oh wow

honest stag
#

oh hell yes
buttons time?

long anchor
#

PogChamp

ancient depot
torpid agate
#

i chuckle everytime windows defender tries to stop me from downloading zombie's dll's

long anchor
#

@honest stag nice level, although levitating forklifts spoil the mood a little bit

#

🙂

honest stag
#

i hate myself for not noticing them before uploading lol

long anchor
#

@ancient depot game crashed

ancient depot
#

wat

#

ok I get that too

long anchor
#

lol

ancient depot
#

I guess this is another case of it wanting a full build

#

that's annoying

#

fuggin' Unity

honest stag
#

unpin quick

long anchor
#

and you already unpinned previous dll

ancient depot
#

repinning old one

long anchor
#

oh ok

#

what's the features of that new dll anyway?

ancient depot
#

buttons, more triggers, support for master spawn points in half life maps

honest stag
#

🔘

ancient depot
#

and multi_manager

long anchor
#

b u t t o n s

#

i wanna touch em

honest stag
#

which triggers if i may ask

long anchor
#

^

ancient depot
#

trigger_auto
trigger_multiple
trigger_once
trigger_secret
trigger_changelevel
multi_manager

are the triggers supported rn

honest stag
#

oh thank you

ancient depot
#

as in, with that patch

#

in the current steam build it's uh

#

just trigger_secret and trigger_changelevel I think

long anchor
#

noice

ancient depot
#

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

long anchor
honest stag
#

...where even is this

long anchor
honest stag
#

ohhhh that place
i kinda relied on the player never seeing that aread but we have noclip do we

ancient depot
#

and rocket jumping :p

honest stag
#

those are entities which spawn under the floor for some reason

ancient depot
#

yeah that's a bug

#

we'll be fixing that

long anchor
#

i didn't noclip actually

#

i jumped on pod and then on the fence

honest stag
#

oh yeah i didnt do any invisible walls
it's A FEATURE

long anchor
#

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

torpid agate
#

Postal 3 mall map

honest stag
#

postal...3?

#

what's that

lament ore
#

which weapon does item_cells give ammo to?

torpid agate
#

@honest stag dusks prequel

lament ore
#

and spikes

#

item_spikes

honest stag
#

quake remnants i guess?

long anchor
#

i guess that's something quakish

#

yea

#

Vriska where are all of the secrets

#

i found only 5

honest stag
#

1 is borked but you can touch it

#

which ones did you find?

long anchor
#

that 4 secrets from previous versions and new one with Jakob

honest stag
#

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

long anchor
#

riveter which i helped you place?

#

oh wait

#

got it

#

haha

lament ore
#

they're intentionally named to be the same fgd class as quake "equivalents" but that can also be kinda confusing lol

long anchor
#

yep

#

damn, low teching your level is hard

honest stag
#

i should have put a sword there, missed opportunity

long anchor
#

f

#

low tech mean no kills with guns or no hurting?

torpid agate
#

no kills w/ guns

#

no hurty is pacifist

long anchor
#

i mean no hurty with guns

honest stag
#

what

torpid agate
#

well throwing rocks at people counts as hurty so its a bit tricky

long anchor
#

cause i accidentally shot priestess once with pistol

torpid agate
#

ahh idk i mostly do pacifist when im tryhard

long anchor
#

ah, screw, let's see if it counts

honest stag
#

you can speedrun my map in 7 seconds or less btw

#

with no kills

long anchor
#

nah hurting with guns ruins low tech

#

yeah i know, there's a hole in the fence

honest stag
#

shit
everyone knows about it

#

except for me when i was uploading i

#

t

long anchor
#

rip

lunar shale
#

im making a lava castle

#

any suggestions pls

honest stag
#

oooh that looks nice

lunar shale
#

ty

#

idk if the material for it fits the whole dusk aesthetic

long anchor
#

yeah, looks nice

torpid agate
#

I like them arches

honest stag
#

i mean
e3m1 is pretty much a castle and e3m2 has lava

#

sooo yeah

long anchor
#

i had lava castle in quake, inspired by cathedral from e3m1

#

i suggest not using same texture everywhere

#

make it look diverse(?)

lunar shale
#

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

long anchor
#

city of shadows Kreygasm

honest stag
#

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

long anchor
#

ok, that's nice approach

lunar shale
#

you can probably google his social media

honest stag
#

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

lunar shale
#

go ahead

long anchor
#

you pointed that it's not yours, so i think it's ok

fierce lava
#

At least give him credit if you do upload it

honest stag
#

i wont upload the map

small gate
#

that's a very distinctively quake map

long anchor
#

lookin good

errant ginkgo
#

Looks cool but will probably need to be scaled up a bit for Dusk

honest stag
#

yeah again, this was before we got dusk textures

errant ginkgo
#

Dusk guy is a big dude

honest stag
#

i was in shock lol
and i sent him my piece of shit "first" map i was so ashamed

errant ginkgo
#

oh wait its running in dusk lmao

#

thought these were quake screens

honest stag
#

basically it's a huge shame he left the server
this already looked awesome and i wish he made a proper dusk map

lunar shale
#

maybe you can like continue on his legacy

honest stag
#

yeah looking back at this map is inspiring honestly

lunar shale
#

maybe you can tweak it and finish it

honest stag
#

nah i wont use it directly, but i like some of the stuff he did

lunar shale
#

thats something

#

just dont let it go to waste

honest stag
lunar shale
#

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

gritty forge
#

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

#

😂 👌

lunar shale
#

no beef about it too. only a fool would be mad about their waterslide design getting stolen

sterile junco
#

somebody modded in a waterslide

#

yo

unique ocean
#

I don't know what I did but I have seemed to break lights completely on my map

long anchor
#

lights are broken for everyone

#

they're working on that

honest stag
#

maybe you didnt compile them?
sometimes i uncheck things in the compiler and dont notice right away

small gate
#

remixing ideas is cool and beautiful. modding is full of people straight up taking modules, sprites, textures and shit and reusing it creatively

gritty forge
#

Is dusk ever gonna get a super mario maker esque level creator?

#

Lul

lunar shale
#

yeah

small gate
#

as long as you're not straight up flipping assets that is

lunar shale
#

so borrowing ideas aint that bad

#

just give it your own twist i guess?

gritty forge
#

Improvise adapt overcome

honest stag
#

ye, alright
i'll def look back to it when i'm making the next map

long anchor
#

@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

honest stag
#

try moving it
there might be a copy of it inside

#

happens to me sometimes

long anchor
#

no copies

ancient depot
#

secret triggers might not be set up right, I'll look into it

small gate
#

holy shit fuck doom's texture format

ancient depot
#

yeah it's not great lmao

#

bunch of weird unused values in there

long anchor
#

that's kinda funny tho

small gate
#

all I wanted was a contiguous lump to load and be done, and what I've got is this composite mess

long anchor
ancient depot
#

Texture lumps in Quake BSPs are similar

honest stag
#

how the hell do your lights look so good

long anchor
#

i don't know honestly

honest stag
#

also music?

long anchor
#

that's background from browser

#

forgot to turn off

honest stag
#

ohh i see

long anchor
#

(or i have access to newest sdk version with fixed lights and music mwahahaha)

honest stag
#

it's the meat cube

half vessel
#

mouth and eye cube

torpid agate
#

i got tf2 vmfs to open in trenchboom and subsequently dusk. I'm assuming they handle floors differently in source cus floors broke

honest stag
#

wait are those textures transparent?

#

oh wait no

torpid agate
#

nah thats just brushes that dont render lol

honest stag
#

i was asking toaster

torpid agate
#

ah srry

half vessel
#

nope

honest stag
#

i tried using 2fort in dusk and nope

half vessel
#

did the sdk get updated today?

#

i heard someone talking about it i think

ancient depot
#

@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

half vessel
#

apparently my friend got rat noises working

#

somehow

small gate
#

@torpid agate hmm, are the missing floors displacements?

#

they're not implemented AFAIK

#

and source games abuse the fuck outta displacements

torpid agate
#

prolly, i know all floor brushes show up as "undefined" when i open it in trenchboom

honest stag
half vessel
#

friend had the worst idea

long anchor
#

lol

honest stag
#

jesus fuck

gritty forge
#

Who else wished modern games would allow you to turn texture filtering off, aka nearest mipmap

long anchor
#

are you going to raplace weapons with BJ once it will be possible?

half vessel
#

just models of big john

#

yes

long anchor
#

hand up

half vessel
#

that's a fantastic idea

small gate
#

big jusk, everything is big john

honest stag
#

dusk dude holds a tiny big john who is holding various weapons

small gate
#

crates have big johns face

#

your weapons are smol johns

half vessel
#

i can't tell what would be better

#

a gun made out of big johns

#

or a tiny big john holding a gun

long anchor
#

@gritty forge also i wish more modern games to have instruments for easy modding

gritty forge
#

Yeee

#

I play most Source games with texture filtering off

honest stag
#

tiny big john holding a gun out of big johns

gritty forge
#

So like I play Fistful of frags with texture filtering off

#

Now if only csgo allowed me to

long anchor
#

oh god someone actually plays fistful of frags

gritty forge
#

Because CS Source lets you

#

I found out how to b-hop in FOF

half vessel
#

fistful of frags is good

gritty forge
#

Just go Hatchett and tracking
And bhop all over the map

long anchor
#

so FOF isn't so dead as i thought?

small gate
#

pass the whiskey

#

pass the whiskey

gritty forge
#

B hopping in Fistful of frags is easier with A spacebar

#

Lmfao

long anchor
#

lol

small gate
#

you can consistently find populated servers on FOF actually

gritty forge
#

Because of the way the jumping works

honest stag
#

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

long anchor
#

what i like about FOF is shooting, or rather how it works

honest stag
#

which is awesome

long anchor
#

you literally need to learn how to shoot in fps

small gate
#

what I like about FOF is just how silly the mechanics of shooting make the gameplay like

long anchor
#

@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

honest stag
#

wild west styled campaign with revolvers and shit oh yes

long anchor
#

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

gritty forge
#

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

small gate
#

wonder what the Final SDK's sourcecode will be licensed as

gritty forge
#

The bow and arrow is just so good

#

You have so much movement with it

honest stag
#

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

lapis hare
#

wild west styled campaign with revolvers and shit oh yes
NOON

long anchor
#

i remember making melee only biulds in FOF and it was awesome

#

@honest stag yes, and that's why duskdevs are awesome

gritty forge
#

LMAO

long anchor
#

thanks, duskdevs!

gritty forge
#

@lapis hare sequels called MORN

lapis hare
#

what

gritty forge
#

Dusk
Noon
Morn
Ing

lapis hare
#

I N G

lapis hare
#

precisely

honest stag
#

is that a fucking banana john

supple radish
#

me when making just textures

long anchor
#

ok i wanted to make a joke but that might be banable so no

gritty forge
#

That would be a hilarious series if ING was the best game

lapis hare
#

fucking dick kickem

long anchor
#

I N G

gritty forge
#

NO

#

IMMA DIE LAUGHING STOP

#

F-FUUCKING DICK KICKEMMMM!

long anchor
#

lmao

gritty forge
#

Im wheezing

#

Helapa

ancient depot
#

@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

long anchor
#

uhm

#

Zombie?

small gate
#

absolutely based the lot of you

long anchor
#

i placed smaller trigger secret and now it counts as one

ancient depot
long anchor
#

might it be because of the size?

fluid nimbus
#

aren't there like several different MIT licenses

gritty forge
#

I dunno I don't speak nerd

small gate
#

you mean expat/x11?

#

is there any practical difference even?

half vessel
fluid nimbus
#

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

half vessel
#

i can't find those

#

are they in the files?

fluid nimbus
#

no idea

long anchor
#

yep, there's duskdude in files

#

like the one from the ending

half vessel
long anchor
#

cursed

fluid nimbus
#

blessed

half vessel
#

WHAT

#

HAVE YOU DONE

fluid nimbus
#

this is new game +

#

why do we have to wear these ridiculous ties

supple radish
#

i did

#

the end

#

image

fluid nimbus
#

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

lapis hare
fluid nimbus
#

perfection

#

good

supple radish
#

its low effort

half vessel
#

what is that texture called

#

found it

#

nevermind

#

these skulls

half vessel
#

okay i tested it

#

you can't see the ending cutscene

#

i think

fluid nimbus
#

oof

ancient depot
#

we disabled cutscenes because they broke when we migrated the codebase to a newer Unity version (which was necessary for the SDK)

fluid nimbus
#

so the new canon is that duskdude just fucking dies now

long anchor
#

nyarla's hentai power kills him

fluid nimbus
#

best ending

#

duskchan

long anchor
#

love it

#

once scriting is a thing i hope for parkour mode

#

like

#

getting score for flips, longjumps etc

half vessel
#

can't wait for the titanfall mod

#

how do you make dusk even faster?

#

add slide hopping and wall running

lapis hare
#

and a grappling hook

lament ore
#

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.

half vessel
#

it's bound to happen though

lament ore
#

Probably some errors here and there but it should help with mapping

fluid nimbus
#

👀

half vessel
#

there's a titanfall movement mod for hl2

long anchor
#

oh i'll try it

fluid nimbus
#

does it let you use individual textures instead of wads

lament ore
#

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

fluid nimbus
#

trenchbroom does iirc

#

for quake 3

honest stag
#

by the way zombie mad a wad maker yo

#

just use that

lament ore
#

This is intended to be used with the Quake engine configuration

#

There's also HLTextureTools which is quite nice

honest stag
#

point it at a folder with pngs or whatever and use it

long anchor
honest stag
#

hell yeah let's go

fluid nimbus
#

I know, I just don't want to be limited to quake's palette, or any palette tbh

honest stag
#

i'm loading it up

lament ore
#

Half-Life WADs aren't limited to a specific palette

honest stag
#

i mean dusk textures arent limited arent they

lament ore
#

So use HLTextureTools if you want to make a WAD not limited to a palette

fluid nimbus
#

I'm using my own textures

lament ore
#

You are limited to 256 colors, but each image can have any 256 colors

ancient depot
#

Yeah, I'm hoping to add WAD3 support to MakeWad for that reason

supple radish
#

the level transition to ratacombs is broken

ancient depot
#

Campaign level transitions seem broken in general at the moment

long anchor
#

@lament ore your fgd seems to work fine

supple radish
#

damn

long anchor
#

although there are no objects in entity tab

#

nah, it's fine

lament ore
#

@long anchor screenshot pls I'm using JACK

honest stag
#

hell yeah your map looks damn fine

ancient depot
#

also

honest stag
#

plays well too, more enemies wouldnt hurt

ancient depot
#

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

lament ore
#

nice

long anchor
#

oh wow

ancient depot
#

You put a "description.xml" file in your mod folder

lament ore
#

Btw I noticed while making the FGD - the trigger solid entities aren't in entities.txt. They will be supported, right?

fluid nimbus
#

any way we could have maps organized into folder in the custom level name in a future update?

ancient depot
#

For example, here's the one I have for dusk (which I guess was accidentally left out of the Steam upload)

fluid nimbus
#

instead of all active mods's maps mixed together

lament ore
#

Specifically trigger_once and trigger_multiple

ancient depot
#

<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>

honest stag
#

oh that's really cool actually

supple radish
#

yeah thats neat

honest stag
#

so preview.png should just be in the same place as the description?

ancient depot
#

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

lament ore
#

@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

ancient depot
#

I'm planning on adding texture wad support either tonight or tomorrow so it won't be a problem by then

faint kestrel
#

quick question, how do i set my game onto the SDK beta in the steam betas tab?

lament ore
#

kk

ancient depot
#

@faint kestrel Check the pinned messages, there's a beta branch code you need to put in

fluid nimbus
#

the pins smh

faint kestrel
#

ok thanks

ancient depot
#

np, have fun!

long anchor
#

@lament ore nothing to show really, there's just no objects and props in entity tab

fierce lava
#

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

long anchor
#

yep, known problems

lunar shale
#

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

long anchor
#

Zombie made new dll where buttons work but dll crashes the game lol

ancient depot
#

Yeah, it seems Unity doesn't like recompiled dlls with new classes without a rebuild

#

Which is annoying

fierce lava
#

At least you know the problem, so thats good.

long anchor
#

i heard unity is overall kinda assy

fierce lava
#

I dont envy being a game dev

solid isle
#

doors are broke right?

misty barn
#

Wav files aren't loading in

solid isle
#

files have to be flac rn I think

long anchor
#

nope, doors are working

#

without sounds and messages tho

solid isle
#

why are mine just moving forward and back, regardless of angle?

ancient depot
#

@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?

honest stag
#

hold up
are you saying that those transitions are actually a thing now?

solid isle
#

my doors move the correct position in Quake

honest stag
#

or at least will be

solid isle
#

just not in DUSK

honest stag
#

soon

ancient depot
#

No it's still a normal transition, but the level transition was triggered by something other than the player directly entering it

honest stag
#

ah alrighty

supple radish
#

oh nice

ancient depot
#

and yeah something is wrong with how we calculate door positions atm, it works perfectly for some doors but fails for others

solid isle
#

huh

#

alright I'll just leave them out for now then

fluid nimbus
#

door stuck

long anchor
#

I BEG YOU

ancient depot
#

TIL these chairs are func_pushables but you can't normally push them in regular HL because the scientists are sitting on them

fluid nimbus
#

they're waiting for you in the test chamber, duskdude

honest stag
#

therefore
dusk > half life

#

ez

lament ore
ancient depot
#

Half-Life's auto-doors work now btw
as in the ones you walk near to open

#

since they're just triggers

lament ore
#

nice

honest stag
#

oh hey it's the trigger_auto right?

ancient depot
#

trigger_multiple

honest stag
#

for automatic doors

#

trigger_multiple is for doors that open when you are near? just to be sure

long anchor
#

@lament ore nope

restive prawn
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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

long anchor
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that's not really an issue since you can place objects and props by renaming other ents

lament ore
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@long anchor Huh. Oh well

small gate
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Faith TC for Dusk

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A GUN WITH ONE BULLET

ancient depot
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@honest stag trigger_multiple is just a trigger that you can trigger multiple times

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trigger_auto is a trigger that triggers itself automatically after a delay

lapis hare
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faith tc for dusk: taking "WHAT I AM ABOUT TO DO HAS NOT BEEN APPROVED BY THE VATICAN" to a new level

long anchor
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hmm

ancient depot
long anchor
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theoretically, is it possible to trigger an explosion?

ancient depot
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eventually, yes, once we hook up the trigger system to them

fluid nimbus
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has anyone made a big john minecraft skin yet

torpid agate
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Triggering explosions is the natural progression to cs_crossfire

small gate
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normal modder: I will demake X game in doom

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crazy modder: I will recreate X game in doom

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zombie: what if we just mixed all the games

fluid nimbus
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isn't it the same thing

ancient depot
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funny you say that johnny

long anchor
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@torpid agate isn't it just trigger_hurt with sounds?

ancient depot
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I have a project that might blow your mind regarding that later

fluid nimbus
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rogue lite mode that just chains random maps from doom, quake, half life, etc

long anchor
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^

honest stag
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he's gonna mix all the games watch out

supple radish
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make maps from all games compatible with dusk sdk

fluid nimbus
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that'd be cool as shit

long anchor
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quask-liom

small gate
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I trust you man, if you've come this far I don't doubt it one bit

fluid nimbus
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a game that just takes maps and enemies from any other compatible game you own and mash them together in a rogue lite

small gate
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so like reelism but roguelite instead

honest stag
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...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

ancient depot
lament ore
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Why does ericw's tools lack qcsg? is it merged into qbsp?

fierce lava
long anchor
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ah yesss

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food

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back to mapping

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@honest stag so, how's the map? i think i missed your messages (if you wrote them in the first place lol)

honest stag
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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

long anchor
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i'll def make it longer

honest stag
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I really like the pipe secret
How it looks and all

long anchor
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i'm thinkin about extending it into something bigger

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have you found textures for colored doorways?

honest stag
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hm?

long anchor
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doors that require key to open it has colored doorways, right?

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i need that texture

honest stag
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oh yeah i used other textures for them
quake has really nice ones

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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

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makeshit colored doorway

long anchor
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hmm

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i'll use crystal_blue for now

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it seems fine

honest stag
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lol i used the same one, good choice

long anchor
honest stag
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Kinds more like chains to me for some reason

small gate
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you're probably better off with a one-sided brush with a transparent wire/chain texture

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like they'd do with chain fences back in the day

honest stag
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transparent oh no

long anchor
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transparency is not a thing now 😦

small gate
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OOF

long anchor
small gate
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at least your background is also black

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but yeah, that

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it's usually better than chunky polygons, or worse, small volume ones (provided some mipmapping is enabled)

long anchor
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i like how mapping encourages me to grab my drawing tablet and draw concepts

gritty forge
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That's cool. I like that. Good planning method

torpid agate
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That’s pretty cool. It remind me of Der Riese from cod zombies

long anchor
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didn't play cod zombies heh

honest stag
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is that a water slide

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plz tell me it is

long anchor
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@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

gritty forge
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I can sorta see the resemblance. Looks like the power switch room lol

long anchor
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is that a water slide
water slide?

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hmmm

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Looks like the power switch room lol
maybe