#dusk-modding
1 messages · Page 26 of 1
is there an ETA on the official dusk trenchbroom profile/workflow/whatever?
np
Not currently
cause I wanna start working on maps but fuck having to deal with texture wads and idk if I'll be able to switch to the dusk profile once that's out
oof
appreciate your work regardless
^
I'm just gonna use the vanilla wad for the forseeable future
Oh, I meant to ask earlier.
WAD3 files go in the root directory of the mod folder, right?
so is workshop support in the cards?
And when using the WAD in TB, I use the relative directory.
workshop support was in the announcement post iirc
yep
it's probably gonna be for when the sdk's out of beta
we're in beta
alpha*
oh
toldya
haha kill me
and beer books
does the "func_suck_mybutt" works yet?
Also, is there a way to use change the melee weapon and have at least two, togglable (like in hexen/heretic)? I'd like to make a mod where one of the pickups is a bucket. You know, one of those office small trash cans full of paper.
@somber atlas i think it will be possible when scripting will be a thing
@honest stag yep
rip maps
Oh my god my map had small tunnels for the player to crawl through...
maps are going to be bit bigger i think
If they are bigger - no big deal
I have the palette file in my mod's directory, but the colors are all screwed up
what did I do wrong?
Looks cool tbh
like dead coral
series of tubes
but the rock texture before this was neon yellow
this is gore_vein_holes for reference
Isn't palette.lmp basically a text file? :v
You could edit the palette to clown vomit if you wanted.
you sure it's quake's palette?
Honestly, the Quake palette is public domain at this point, so I don't think pinning it would hurt.
Ah, figures.
and yeah that's probably a palette thing
hardcoded palette when 
mind if i share mine palette file?
hardcoded palette when :dance:
Soon, gonna try and rip out the palette we use for low colour mode
and then reorder it so similar colours are at the right indexes to match the Quake palette
@long anchor go ahead
i'll dm
nice. Thanks @long anchor
fleshhhhhhhhhhhhh
I'll try with other textures to make sure
That's a texture conflict issue, the texture you see in the editor and the one used ingame are different
ohhhhhhh
Basically the WAD contains two textures with the same name (because they get cut off to 15 characters in length)
It'll be fixed with the next WAD we release
well, at least i have working textures now
You can fix it yourself by making your own WAD with the textures you need
thanks @long anchor
TexMex or HLTextureTools can help with that
Wally can do the trick too. It's old, though.
Daww
What's the name for the tiny leatherneck?
Littleneck?
Aww
Swap the rat model with little neck
Brushwork together a littleneck and attach a trigger_hurt
He's not moving because he's tired
Or he hasn’t learned to walk yet
lmao
nyarthaloli
doesnt sound like it
oh
thats stephan motherfucking weyte
Caleb Blood
all deep fps man are the same person
that's nyarloli
That’s great. I’m waiting for someone to make big john romero
I love it
not even, it's just Big Johnette
nyarthaloptette
he's already got tits
I wonder if the voice will sound funny if pitched up.
what doesn't sound funny when pitched up
I compiled Quake 2’s first level as a Quake 1 map, and made the Q2 textures into a wad because I can’t wait for Quake 2 bsp support. Quake 2 is pretty fun as a dusk mod.
More fun than the original Q2
hey guys
guess we don't need to support q2 bsp now then 
i just completed classic shadow warrior for the first time
banger
shadow warrior dusk remake when 
@ancient depot naw we still need to support Daikatana levels :P
fair point
Unironically that would be cool
I was trying to decompile the daikatana bsps and it hard
Most of the programs I found understand the bsp format
I've got everything working now but the light's acting fucky https://i.imgur.com/LXPvziD.png
also hard agree, shadow warrior owns
lights aren't working properly now
hey is there an issue with the lighting in the SDK? I've only played around for a short while, but noticed there some glitches in Dusk compared with running the same map in Quakspasm....
see those 2 dark spots
literally few messages up ^
lol
sorry
it's ok
Lol no worries
I'm just glad I got my leatherneck outta the floor
he's free
I wonder how Dusk would look with a wider range of colored lights. Especially cool colors, like purple and blue.
I thought Quake 2 looked great on the PS1 with the cooler, more colorful lighting.
🤔
oh god that gave me an incredibly cursed idea
y'all ever play that dumb mario kart tf2 map?
no?
Lemme see if I can find a video
ah
Oh. Oh, I have.
maybe i know what you're talking about
I definitely have.
I got banned on an all crit server for hacking once. Literally killed so quick that people thought I wasn't for real.
Just a bunch of old 4chan memes piled up into a killbox, really
Still had a bunch of fun with it back in the day
isn't it the map that was used in Team Fabulous 2?
I edited it to be less 4chancerous so me and my buddies had a neat DM map.
[*] kitty
how do i make jump pads... not sideways? i can only seem to rotate it around the y axis
add euler property
and put 0 90 0 in it
euler is basically a way to rotate things in dusk
How do you set the jump distance?
amount property
amount property
ah
ah thanks
I suggest starting with 100 
or 999 like @honest stag did
How do I swap all the gun sfx with the bruh sfx
lol people liked that
The 999 jumppad is in my map Crash from "rough landing" addom
Right at the start
I started with 50 and got sent into orbit
Perfect for your post Big John fight PTSD
lesson learned
a while back I started making a level from Wrath for Quake. Just imported it into Dusk
https://imgur.com/gallery/m2LMD90
its good
I made that based on the pre-alpha footage prior to the EA dropping so it's completely outdated, but it looks good inside Dusk
Finalized soldier concept
starting the texture rn but heres the art
will carry the same colour scheme as the mage retexture
will he be a reskinned soldier or a new enemy
Reskinned
ok cool
New sounds as well, very giggly.
How does the makewad.exe work? I put a bunch of images into a folder, along with the .exe and ran it but nothing happened? Tried it with the quake palette file, but still nothing. What am I doing wrong?
oh hang on, I don't think they're png files
@ancient depot I'm assuming that monsters walking on func_water entities is temporary as well? 😛
yes
@rapid crown did you just run the exe directly?
because you're supposed to run it from the command line and give it some parameters
uhhh quick question does anyone know where in the world the helmet part of the soldier texture is i have no idea where it is
put the folder full of textures and palette.lmp in the same folder as the exe
then type "cmd" into the windows explorer address bar to get a command prompt in that folder
then type makewad foldername palette.lmp wadname.wad
awh thanks mate
np
@frozen jolt do you want the .blend of the model? You could use that to figure it out
? What should i do with that?
you can export the uv
open it in blender and get a UV map texture
Ohhh.
with wireframe
np
@ancient depot please tell me the makewad thing will be given a ui at some point? I'll probably forget how to do the cmd line stuff 😄
Probably not, it's intended as a command line tool, but I'll probably add a guide to the GitHub repository for people who aren't familiar with the command line
That said, a simple GUI wouldn't be hard to make, so I'll consider it
okay no problem
more important things first mate, it's no biggie
maybe someone in the community could do the ui? Means you wouldn't need to worry about it, and idiots like me would be happy lol
Someone definitely could yeah
a simple program that just lets you pick the files and then it runs makewad automatically would work
That's what I was thinking. There's something like that for quake iirc
You may also be interested in trying TexMex or HLTextureTools
I have texmex, can that make wads?
texmex doesnt support png tho
so youd have to concern them first
dammit autocorrect lol
convert*
to .jpg or something?
I think texmex prefers tga
I was looking in texmex earlier, but was looking at the export options. Didn't think to just try saving lol
tga righto
i'll give that a bash cheers
np
that's one of the better ones
Also are the animations designed to be played back at 60 FPS?
24 or 30 iirc
They just look a bit slow when ran at 24 or 30
I think the game changes the speed at runtime
Ah okay.
the leatherneck walking animation for example is SUPER fast normally
Now that I have access to this model I'm going to try and make it actually workable.
The worst rig is probably the cut Meat Lass
the limbs aren't children of anything
👀
so animating the meat lass is hell
shudders
that actually influenced some design decisions in Clot so I could fix the bone hierarchy on the meat lass when I exported it
David better not be pulling this stuff for Rats for breakfast.
Rigs for Breakfast
To be fair I'm also awful at rigging but at least my rigs aren't all FK and also have things like root bones.
But anyway, David is well aware of the various crimes he committed with Dusk dev lmao
So I'm sure RFB is better
Anyway I'm fixing the gas mask rig now.
I've been very open about how janky all of Dusk is, so you know what you're getting into if you start doing this stuff. I don't want to hear it
Yeah I'm just kinda being mean for being mean sake.
It was 3 years of trying to learn basically everything on the fly and iterating so forgive me if I didn't make everything quite as neat and tidy as it should be :P
My early stuff was definitely just as bad.
My early stuff was probably even worse
I made some truly awful code and assets in my youth
god it took me like five hours trying to make a gun script work the way i wanted it to
and even after all that work it's still horrible to work with
i mean if it works no need to touch it ever again right?
i wish programming was easier :(
I mean I know I don't do things right most of the time, but my main goal is always shipping games, and sometimes that means doing things the jank way rather than spending that time doing it properly. Then, sometimes, that bites you in the ass later on when the game is a massive success and people want to mod it lol
I'm definitely trying to be less jank with post-Dusk stuff but honestly, sometimes it just gotta be jank
Heh the fact it's moddable now is incredible in it's self
jank is better than nothing
might be jank but also pretty dank
who could hate a little jank
I have unlimited respect for all this post-release effort, DUSK was a complete package on release but dialling it up to 11 gets a big ol' thumbs up from me
but my main goal is always shipping games, and sometimes that means doing things the jank way
I actually love this
Jank or gtfo
I think it should be the mantra of any aspiring indie dev tbh. Just get shit done
you kinda gotta tbh
otherwise you do what some of my friends do and work on the same game for years at a time and it never goes anywhere
You can always fix something or improve another interface, or make that other code faster or easier to understand, always
The perfect is the enemy of the good, and all that.
ye
eventually you will need to draw the line if you want 80%, 90% or just never ship anything.
I guess it also depends on where your goals lie. If you're planning to work in AAA or whatever then maybe a little more perfection is required, and that's fair enough. But if you're doing it off your own back and just trying to get shit done.... jank is the way lol
AAA is more about methodology so you can reproduce the same level of quality over and over again, in a very specific frame of time
perfectionism most of the times make your work unpredictable, not a very good thing for AAA
Jank is cool and all but if you have no idea how an asset or bit of code works then something's probably gone wrong.
My dev philosophy definitely isn't that great though.
Because I've redone the character models for my game like five times and I'll probably do it a sixth time just so I can make sure they're actually workable.
wish more indie games went opensource, lotta aspiring people need to see how janky most successes are
Whenever my dev progress slows to a halt it's usually because I don't want to work with X thing I've made because while it's sorta functional it's also just, a mess.
Anyone know what weapon is the equivilent of the pistol?
Definitely, but if I don't like working with something it's going to mean I won't want to deal with it and if it's something that needs to be done the dev progress just halts.
making games
in current year
It's all about making gifs instead.
yeah, gifs
Games
I
Fancy
hm i think less people visit the "addons" section on moddb
which sucks because i cant upload my maps in the mods category for some reason
You just gotta make a page for it
and then upload after that?
Though I wouldn't unless it's any more than just one map
Hello
Yeah, so if you were to make a map pack or something, you make a page, wait for it to be "Accepted" (couple hours?), and then upload your files
Anyone know the entity that relates to the pistol?
I'm gonna make one when E1M1 is done, because I plan to update it and slowly add in more DOOM levels
weapon_pistol
Anyone know how to add the DUSK noises to doors in Trenchbroom?
bruh
@spiral nexus TrenchBroom has some cool features but it's also missing some really basic fundamentals that make it a pain in the ass sometimes
e.g. you can't just create a non-rectangular solid in TrenchBroom like you can in JACK
you have to create a block and then clip the edges to get what you want
or draw it with the polygon draw tool
which sucks for things like cylinders, especially if you want a lot of faces
Anyone else having a bug where 2 secrets are counted for one trigger?
I'm trying to set down a secret with a shotgun and it counts for 2
@rapid crown HLTextureTools has a UI and can be used to make WAD3 wads
Its odd since it doesnt count when you stand on it, but when you crouch it counts for both
@unique ocean related to the pistol, you can use my placeholder fgd that has all the dusk entities and removes non-dusk entities (other than props) https://drive.google.com/file/d/1l3jG7G1KJ9qmw8I2hnDLmYJAnQ2lB2zr/view?usp=drivesdk
Many thanks!
I didn't put props in because I used quake models as placeholders and placeholders aren't very useful for placing set dressing props
Do you know why my secret is counting as two?
I verified that it was just that specific brush as when I removed it the secret count went back down to 0
uhhh no idea. ask @ancient depot
That's been reported before, it's being looked into
👍
Hey @ancient depot will we be able to "stack" mods, similar to how Doom WADS work? Say for example I make an HD model replacement and I want to use it in any mod that doesn't replace the weapon models. Would I be able to tell Dusk to load the dusk folder, then load the dusk_hd folder, then load whatever mod?
Oh, nice, did not notice 👍👍
Are the updates (other than that latest key fix) live on the steam beta?
Quick question, perhaps it was already reported: Is there a way to keep some of your mod's off?
Each time I open a new map, it loads all of the mod's, instead of the ones i've chosen, so I have to turn them off once the map loaded. Then they turn on again on next map.
For now i'm taking some mod's away on an separate folder outside of the local folder.
I've noticed that bug, it's very annoying yeah
I think it's related to the config, will need to look into it
How do you create a breakable window? i set the classname to func_breakable but it wont work
Make sure you set the health to a non-zero value
Forgot door_rotating in my fgd. Added it
@honest stag i dont know about posting video links in here, but i explored your map crash for a little vid
@ancient depot Uh oh, setting the default light level stopped working with Ericw's tools now too
here's the map
lol that's cursed
Also func_door_rotating doesn't seem to work
sickle sound is ebic
@lament ore yeah it's not implemented yet
Yeah since the sicles are weak, i thought the bonk sound would be funny
similar to why i made the pistols fart
Ok so I'm a big fat dumby, lets say I have a .bsp file, how do I get it onto a Dusk?
My guess is make a maps folder in your mod folder and put the bsp in the map folder
I haven't done that yet
for now im just shitposting
check the pins
it has everything including some new stuff(which is why i removed the pastebin i posted)
@keen bay yeah put the bsp inside sdk>mnt>local>maps and put the palette.lmp into the local folder
yee
or whatever u wanna call the maps folder
The mystery bin of horror
RICOCHET 2
electric boogaloo

Yee
yooo you actually did Ricochet
Day of Duskfeet when
No modifications or anything, this is vanilla E1M1 taken directly from Quake, loaded in in the SDK version of Dusk.
Still a lot of polish needed but it works!
If you wanna check out this madness for yourself, head over to https://t.co/gEuBzF0XNQ
#madewithunity #gamedev ...
got some more stuff implemented, like trigger_counter
Really cool.
Honestly you're doing god's work with this SDK, i'm really grateful for all the work you've been putting into it :D
Question: If I ask when the SDK is coming out, will it become un-released?
lol
where's the installation readme
like i got the steam branch code and put it in the beta thing but idk what happens next
@shell escarp there's none yet. Check the pinned messages
are those the ones under the gavel at the top of the window
oh wait its updating now
nvm thx
lol
Day of defeat and counterstrike condition zero bsps load fine.
Condition zero even spawns the equivalent to a helicopter for the first level
bone testicle?
owgh, total distortion. thats a good one.
Yeah but should i have it play the full song or just keep it at 15 seconds?
15, its easy to just stop and listen to it
I absolutely love how quickly people have begun work on meme mods for dusk, we're truly already pushing the creative limits of the sdk
The pioneers of the community right here
Does Trenchbroom not support WAD3? Oi vey
oh come on
Wait shit, how do I access the SDK? I read the pin but I don't understand where I put the code
NO
looks really big
I have made a promise that I will make TNT:Evolution Map 1 before E1M1 is released
and zombie is supposed to change scaling
It do be lookin kinda dummy thicc doe
I wonder if I should leave it then
for now
fix it later
also green lightning entity when
Due to Dusk's speed hopping, I think it's the perfect scale
Understandable
idk, I'll add the rest of the map, fill it with enemies and items, and then see how it feels
@solid isle that looks great man, super excited to play
Gotta bunch of Doom remakes popping up in here lol
I can’t wait to play apex legends maps in DUSK.
Dude, Fortnite x DUSK is gonna be sick!
Years ago I asked if there would be a br game with arenafps mechanics
Honestly that would be cool
man, i feel really unsure about how this is turning out
it's supposed to be a coffin/altar opened up but i cant point my finger at what's wrong with it
maybe the upper lights are too big?
Perhaps if you had the top not falling off but it was simply pushed aside?
I'd move the lid behind the coffin so it's easier to see the fact that it's a hollow interior, so it's more immediately obvious what it is
upper lights might be a bit too big also yeah
it's not bad tho
i'll try that, 1 sec
http://skrinshoter.ru/i/070120/aEU9d5F4.png
yeah i feel a bit happier about that, thank you
also press "0" to hide the grid in TB
yeah yeah i'm too lazy to move my finger there each time
Quick thing David, experimenting with sound replacements and it seems like I can't replace enemy noises, specifically their alert sounds
lol, I have a macro to set up tb whenever I launch it
@honest stag 👍
@brazen dune yup that's something we're working on
also I love that you're mixing Quake and Dusk textures @honest stag
it's neat
Okay, cool thanks
quack and duck are cool gaem
eyy thanks, quake textures are just soo damn good at unholy cult things
and tech fantasy stuff
yeah
still editing it but so far this is the basic layout
i havne't worked on itas much in the past day
reading back my message really makes it sound like i had a stroke while writing it
I replaced some cowgirl sounds but they're not coming in
If it's their alert noise David said they're working on that
someone had to start working on it, why not me https://www.youtube.com/watch?v=fXJ6zxUJUoQ
Obviously a bunch of sounds are still missing but I don't have the time to do anymore tonight
Tomorrow I want to finish the weapons and start on some enemies, namely the Mages, Soldiers, Welders, and Wendigos. which I think will be Imps, Zombiemen, Mancubi and Pinkies respectively
Basically every sound accept for the shooting noise doesn't come on
"hup" is also working
i changed to some things and it got REAL annoying after a while lol
so advice to someone who makes sound replacement mods - plz make sure the hup isnt annoying after 2 seconds
Yeah lul
orbb jumpsound mod
Since this game doesn't have like a grunt for using a wall of nothing I can just use Doomguy's use grunt for jumping
i thought doom doesnt have jumping
It doesn't
Yeah lol probably should have emphasized that
spilled ketchup on my sword whoops
hey which monster is the lad that looks like a giant boiler?
the flamethrower fella
cant remember his name
welder?
Yeah
holy fuck this is cool
one sec, recording video
sadly it lags a bit because the SDK version seemingly runs bad at random for me
yeeesssss that sweet e1m1
oooOooo I like that
up close view of the entrance at the bottom
eyyyy looks good
yeah that's super cool
wip pavilion
i need to make a rail around the sides
i'm still working out how to approach it as i am trying to avoid making one that has a massive amount of faces
http://skrinshoter.ru/i/070120/aAf948HJ.png
man i made that cool ass window with a frame and the altar is blocking the view lol
i should probably move it
or the coffin
whatever you get the idea
http://skrinshoter.ru/i/070120/zO1KZNdR.png
god i cant wait for proper lighting seriosuly
i just want to make everything looks nice without having to slam candles everywhere
i really need that sweet sweet ambient music ughhh
also the grappler is a good green light source as it turns out
slam it into the celling on chains and the player can use it to fly around a room
Yeah.
You could use func_train too, but that's more work than necessary in this case.
only the exit and the courtyard to go
now in 60fps too lmao
this shit actually plays really well
how did ya get it to perform so smooth
oh no lol
that's gonna take so much ammo to kill
It's actually not that bad considering a third of them kill each other
also added a hallway
ooooh that looks very nice
uhhh I just closed Chrome I guess
seems chrome destroys OBS + Dusk
That's a really nice tunnel hallway thingy
God, I really love maps made with only brushes
something really endearing and "industrial" about them
also uhhhh i know this probably isnt a place to ask but OBS isnt capturing dusk for me properly
dunno why
gotta game capture it
yeah
Or you could screen capture and just full screen it
i use the screen capture but i really dont want to full screen it
i wish i could just window capture instead but yeah
oh yeah that's weird
I mean, I've been fullscreening
but strange that windowed doesnt work for you
I'll try to fix it real quick
Thank you took pieces from industrial references! Lighting doesn't do it justice there's like a railing hidden in the shadows
what's super weird is that most windows still work
but dusk refuses to be captured
what's even weirder is that obs captures dusk fine... for exactly 1 frame which then remains there
dusk but it's a screenshot
i wish i knew how to fix this :(
i really want to record short footage
@solid isle Is the music in your recording in-game or did you add it to the video?
I need a name for my mod/ map pack:
-DOOSK
-DUUSK
-DOOMSK
-DUMSK
Oh it was just music I was listening to at the time
DOOTSK
left it in because it made it more lively than just silence
DOOK
thenks
Not currently finished but here is aerowalk
Yeah rn the lighting's just a placeholder
so how do you guys go about lighting so far?
just use the "fullbright" thing or what
because light entities from quake are just... well you know how they work currently
wdym
Using one very bright light entity as a "sun" works way better than I expected now that I'm experimenting
huh really? how bright
like what light value
oh yeah the next patch should fix doors sometimes opening in the wrong direction btw
we were handling the "lip" property wrong
how do others go with lighting?
i wish i could try your sun method but my map is indoors
We need Dusk: On a Rail edition
i DLd that pinned dll for the doors and now the key doors that were working aren't working anymore what in the
Also Trenchbroom is rough on Mac. Unfortunate since it's p much the only native Quake mapping tool for Mac
I'll just have to run JACK in a VM
@solid isle for the name, maybe knee deep in dusk
such a shame JACK was never open sourced 😢
why
@ancient depot just came across this .NET lib for working with WAD1, WAD2, and WAD3 on nuget, thought u might find it handy https://www.nuget.org/packages/WadParser/
func_train is planned
and nah I dont need anything like that
usually these niche format libs suck anyway
tru lol
I'll look at it later but I dont have high hopes
but anyway, WAD is super simple and I already have my own code for handling it
omg can't find one of thoose SDK tools... Where can i download it? 
Oh k.Thanx man
whoops

If you want a level editor
J.A.C.K. - brand new cross-platform map editor for Half-Life, Quake, Quake II, Quake III and hereafter many other games. A combination of convenience of Worldcraft/Valve Hammer Editor and Radiant editors, extended tools, configuring flexibility, high-quality visualization of ...
either of those will do
imagine I sent the peggle 2 meme guy
I think you need either Half-Life or Quake as well
Cool cool cool cheers bajs.

I have 65 kbps internet I can only do so much
@solid isle if you use my custom FGD you don't need anything, although you won't be able to see any preview models
Anything other than DUSK of course
make sure to grab the dusk WAD
There are plenty of free and open BSP compilers
EricW's Quake tools and ZHLT for HL1 work great
in fact I'd highly recommend using those over anything included with either Quake or HL1
EricW's are also available for Mac and Linux (as is Trenchbroom) which is nice
tho like I mentioned earlier trenchbroom is pretty rough on Mac. Crashes randomly a lot, doesn't seem to save settings or configurations, etc
I use a thing that combines all the compiling components into 1 thing that spews out a complete bsp wherever you want
necros' comp gui?
@honest stag you can set that up to happen inside of Trenchbroom or JACK without needing an external gui
I am a dummy so i had to do an external one
not now tho
All the GUI does is call the commands. You can set TB to do that
idk for me it was super simple
yea JACK is nice although if you go to Expert mode you can see it's essentially just giving you a simplified interface to the same thing TB lets you do
which is just running those commands
glorified batch file
well yeah
lemme post screenshot
If you wanna use Ericw's tools with trenchbroom just set it up like this
YOu can get more advanced with it if you want of course
I just replaced my Quake bin with it
Idk why that dude in the one video everyone links to suggests using necro's gui, it's pretty unnecessary
maybe tb didn't have that menu yet when that video was made
he's really into necro
Booooo
Also here's the custom FGD I mentioned earlier
It's just a placeholder so not everything is correct; just meant to be enough to get started and tide us over until we get the official FGD
I assume the official FGD is gonna be one of the last things we get before a final release of the SDK since the FGD needs to reflect the entities that are currently being worked on
@lament ore thanks for compiling advise

You can decompile HL maps for Trenchbroom thats epic
the realtime CSG dude got black mesa's lobby map thing into unity as brushes
the remake that is
when is the official fgd being dropped, anyone know?
Unsure
fgd?
@rapid crown no one knows
Probably once they're sure they've added most of the entities they want
We won't be putting out an fgd until our list of entities is done and we have custom model support in
will custom model support include a model viewer library?
A model viewer (with basic support for editing pivot points and such) is a planned tool, yes
Whether or not it comes out at the same time, I don't know yet
Oh you mean support for models in TB?
Then yes, we have a model viewer planned
@ancient depot thanks
sweet
well I guess I should rephrase/ explain
in Hammer, as you see here, I can select the world model property and "browse" for models
which opens a model viewer
a library of models I can select from and view
Oh, well I don't even use TB
it applies to any editor, really
but yeah I suppose
Basically we'll be making dummy non-animated .MDL versions of all the models which are included with the .fgd
So editors can display them
o no, seems the sdk branch of DUSK isn't supported on mac
I'll have to run Dusk in the VM too lolol
Linux will be coming later on, as for Mac... I'd really prefer not to support it but I guess we have to
You mean like this @ancient depot
yes
kl kl
What are the stats on Linux sales vs Mac sales of Dusk?
No idea, probably wouldn't be my place to reveal that info even if I did know
@iron needle reveal.....
probably a Dave question, if he would even answer
I have a Mac and I just dual boot and never touch the Mac side. Mac gaming gross
but dont @ him
As far as I've heard in general Mac sales on Steam are barely viable and Linux sales are both abysmal and Linux users generate way more support requests than they're worth
It's definitely a Dave question
maybe tweet dave
How hard would it be to implement a walk through walls cheat?
I don't typically game on Mac but my laptop is a Mac and while I'm away it's what I got so shrug
nbclip
The main reason I don't want to support Mac is that I don't have a Mac, so I can't do local testing
Plus the way Mac handles distribution of software is weird and different, so I don't know how to account for it because I've never worked with it before
how long is it gonna be till custom weapon model is in anyway
they added it already
even if it's a basic mesh and texture swap
as per the anniversary stream from last month, there's literally like, a handful of people on Mac and Linux
Custom weapon models will be coming later on
Mac is also a pain the ass because Apple crippled OpenGL implementations and wants you to use their own API 🤷
As part of custom model support which we'll roll out within the next few patches
@ancient depot the .app packages don't really apply to Steam. Steam distributes regular binaries just like it does on every other platform
It's abysmally low
Eh IMO it's better to port to Linux than port to Mac OS but that's just me.
@lament ore So the Data folder on Mac is just in the SteamApps/common folder like it is on other platforms then?
why would anyone use linux to play video games is beyond my comprehension
Yup
That makes it easier then I guess
bro why can't I play dusk on my commodore 64 :///
Linux would be my preferred platform to play games on if there was a bit more support
tfw no RISC-V port of Dusk smh
I use it on my notebook when possible- it's just less of a PITA than w10 for the most part, windows is mighty fucking annoying
what does linux do for gaming that windows doesn't do
It's not that it does more for games, I just prefer it as an OS in general
linux doesn't force you to sit still with your notebook while it forcefully updates on shutdown
Linux is open source for one thing
.app packages are just folders containing the binaries and configuration files anyway. You can think of it like instead of Program Files\Dusk\Dusk.exe (+ extras), on Mac it's Applications\Dusk.app\Dusk. But again this doesn't apply to Steam anyway
I haven't had a forced update on windows in forever
this probably isn't the place for an OS war
I have had forced updates on Windows 10 multiple times
and I've actually lost work on the SDK due to it before
And doesnt make you update with a terrible OS
not really a war
exactly
I've had forced updates on all the worst possible times- I just don't use windows for anything regarding serious work anymore
It sucks bigtime if you leave your computer on while you sleep too
what little I tried of linux I couldn't understand shit
it didn't seem good for anyone that doesn't have advanced knowledge in them computer
I used Linux as a daily driver for six year and got sick of the lack of industry standard software support and went to Mac. Windows isn't really a good option for anything other than my gaming PC since I do software development
Leave a bunch of resources & stuff open for when you wake up, only to find your computer at the login screen when you open your eyes
Windows is honestly awful but it works for vibeo games
there's a way to turn off forced updates
Only on enterprise windows afaik
I did it a while ago, forgot how tho
xUbuntu and PopOs! are good starting points, popos for gamers should work outta the box mostly
I have regular windows
Linux having a monopoly on the PC industry while still being open source is the good future
it downloads the updates but won't install them until I actually turn off the pc myself
The primary problem with Linux though is a complete lack of cohesion. There's at least five different options for every single component of the OS and Linux nerds think this is a good thing when it's actually a nightmare for both developers and non-power-users alike
I have Win10 Pro, I think there's a group policy to disable forced updates
but I remember it not working
It works on my license
That's just the natural state of open source stuff @lament ore
I told Windows to not update on at least 5 different occasions but alas
it sucks but that's the way it goes I guess
But I have a win 10 education key I snagged during my university time
Hype for when ReactOS reaches stability, they've been making huge progress lately
Those aren't really possible to come by in the wild
I can see why devs wouldn't like it, but for non-power-users you should just roll with the default on the distro
I typed update in the search bar for windows and got to the option to turn off forced updates in 2 clicks
I could've gotten a Win10 Education key but missed my chance
Nah you've had updates
It does suck and unfortunately "that's just how open-source is" isn't a good enough excuse to actually attract people to use and stay on Linux
I agree
not gonna post a screenshot cause it's in french tho lol
Windows is just better at scheduling them now
none that required restart anyway, or yelled at me for them
Ye edu licenses are nice
That's why I don't actively encourage people to move operating systems, I just happen to prefer Linux for my own purposes
I'll probably just stick to Windows.
windows hasn't had a forced shutdown for me in forever
You get absolutely every feature and full control of the OS
But if I ever do port my games it's going to be to Linux first.
honestly, @lament ore that's a drawback I'm willing to have not to give in to walled gardens and purposefully crippled implementations
for the 2 guys that can read french in all of this server https://i.imgur.com/DjIIicu.png
Hatsu becomes a linux gamer
I find linux is just a place for people to pretend they're "techy" most of the time
Nah I use too much Windows stuff to switch.
windows update, advanced settings, 3rd option
Programming for Linux is nice because you get POSIX
Which like, literally every OS ever has except Windows
@ancient depot that's why I went to Mac
Nah if I were just to think about work I'd jump straight to Linux
Like, it has it's uses, but most people I know that use Linux aren't actually smart, or programmers, or use it for their job
Mac is truly the best of both worlds. The only real drawback is the cost of Apple computers
irl
I like how OS wars have become into same type of discussion as arguments from which side do you peel a banana - they never end and the arguments are always a shitshow
I dont trust like that when it comes to apple
Art related stuff is usually only on WIndows or MacOS.
it's not really an OS war
and I mean, macOS at this point is just a proprietary Unix DE lmao
just a discussion
doing everything via terminal, being different, and not being able to play games are the reason people I know have Linux pretty much
afaik most of the components used in mac are open source except for the DE
@ancient depot I mean yea that's been the case ever since OS X first launched in the early 2000s
Pretty much yea. Darwin is the Core OS of both Mac and iOS and is open source
Everything on top of Darwin is closed
OSX is a um, thing.
I actually have a friend on the Darwin team over at Apple
Lone BSD gang 😔
I don't like it but basically every school around here uses it for some reason.
my uncle works at apple
BSD is awesome but it's even less viable than Linux since even less people use it thus even less developers support it
That's the main complaint I often see
Win 10 is good though, I like Win 10.
Linux getting Windows scraps is bad enough, BSD gets Linux's scraps
BSD is the chad sysadmin OS
the BSD license is also based
IDK I think the main reasons why I'm especially hesitant to dev for Mac OS is Metal and also the fact that they could drop support for something at the drop of a hat.
Anyway I was saying earlier like yeah Linux lets you customize every little thing but like giving that up to go to Mac was a minor inconvenience at worst and I gained the ability to run Industry Standard software and also not have to fuck with my OS so much
hot take I don't like GPL
"windows scraps" is a tough sell when to be even mildly productive I need either msys2 or wsl, but that varies in a case by case scenario
@hard pollen they don't really do it at the drop of a hat, OpenGL is still supported atm. They're actually pretty good about advance notice.
GPL has a reason to be, but I don't want it anywhere near anything I code that doesn't 100% require it
Same
The problem is they're a little over zealous about dropping old shit tho. OpenGL still has its place
yeah no GPLv3 is fucking garbage
Yeah I guess that's my problem.
LGPL is less overzealous but I still don't really like it
GPLv2 and LGPL are fine enough but honestly fuck GPLv3 it's a goddamn nightmare
I'd place GPLv3 in a different basket, but that would need me to be more specific I guess
GPLv3 is detached from the reality of software development
I get wanting to dissuade people from using 32 bit stuff but they did yeet a whole bunch of old software and games from history.
I mean we should definitely be actively discouraging 32b at this point
Esp with 2038 drawing near
Yeah I forgot about that aspect.
@hard pollen you can run old MacOS in a VM. Honestly, dropping 32 bit was a long overdue decision.
Fucking Adobe still has 32 bit shit in Photoshop and this is finally forcing them to either deprecate or update old shit
tech talk with the bois
I just wish that there was at least like, some layer of virtualisation built into the OS.
But I understand why that isn't there most of the time.
That said, I'm sticking to Mojave until they get shit like that done :v People on Catalina are guineau pigs
Adobe software bothers me because while they're generally the most feature-rich of their kind, they're just so full of jank at the same time
Don't get me started on how Adobe Animate butchered the hell out of Flash
Like I said you can run an older version of MacOS in a VM if you REALLY REALLY need it. Having a virtualization layer would just let people continue faffing about with 32 bit shit
The UI got completely fucked up and couldn't handle DPI scaling
Oh yeah some of Adobe's shit is garbage no doubt about that
Makes me wonder when we'll see the demise of SysWOW64
That's gonna be the real fire starter
if only I could share GPU resources with a VM instead of having to dedicate an entire gpu to a vm
we need to drop x86/x86_64 like the turd it is and move to either ARM or RISC_V
CISC is an old dead meme
I mean that's the idea, I just don't like the idea of a lot of old software just, no longer being easy to run for your average Joe.
Risc is pretty dank
@hard pollen your average joe isn't gonna run old software tho
@hard pollen most old software is already hard enough for your average joe, and it's only gonna get worse regardless
RISC-V is great and I hope it takes off
cue apple finally yeeting OpenGL
Can't wait to emulate old emulators
OpenGL going away isn't a huge problem now that we have a Vulkan wrapper for it being developed by Google
Fun fact about x86 and CISC: CISC is so fucking inefficient that all modern x86 processors are implemented as an x86 decoder front end hooked up to an internal RISC processor
Well, Apple doesn't support Vulkan :vvv
Yeah but Apple doesn't want to use Vulkan.
I do wish they did
lmao
it's a tower of jank that rivals current source engine branches
Gotta love that abstraction overhead
More time is spent on wrapping things for vulkan than fixing vulkan
And that needs to change
Vulkan's fine really, it's just extremely verbose
There's actually very little overhead with Molten since nearly all of it is mapped 1:1 with Metal
OpenGL tho
https://github.com/google/angle this is what I was referring to btw
Oh that's ES
Most implementations of it are not nearly stable enough yet
Yeah, but afaik it'll be getting full OGL at some point
o nice
these wrapper libs like DXVK need a lotta Vulkan extensions tailor made tho, I wonder if Metal has similar functions for half the stuff
Also I find it really amusing that DXVK can outperform DirectX on Windows
Once we dump OGL tho the problem is we'll no longer have an entry-level-accessible 3d graphics library which kinda sucks
You can count the number of successful vulkan games on one hand sadly
That will change in time
At that point people will probably have started using graphics abstraction libs like bgfx or something @lament ore
for better or worse
But boy was it a growing pain
There's like, more games using DX12 than there are using Vulkan.
That's correct
Not sure if most of those implementations are any good.
Is that true? I see Vulkan support in a ton of games these days?
I've been meaning to check bgfx out for such a long time now
Yes it's definitely true
Doom 2016 comes to mind
I've only noticed it like, five times.
There's support
I'm not a huge fan of bgfx
But there's not GOOD support
what makes it bad
Doom 2016 is the exception to this, not the rule
Anyway how do you all feel about UE4 and Unity phasing out PhysX?
It's one of a very small handful of really well implemented vulkan products
fuck physx
Nothing particularly makes it bad on its own, I'm just not a big fan of how the API was setup the last time I looked at it
I mean I never cared about physX

