#dusk-modding
1 messages · Page 27 of 1
iirc the C support sucked too when I checked
Eh PhysX has been a pretty functional physics engine but the GPU accelerated stuff is kinda annoying.
no C support is a killer for me. I'll never touch Qt because of that
C support is a right not a privilege
ANSI C OR BUST
physx's death is long overdue
I'm a C11 sinner
I mean PhysX 5 is coming soon.
I mean that's fine for an end-user facing project
https://www.youtube.com/watch?v=QuKBZlRFpiA But the demo is kinda smelly.
PhysX 5.0 is just around the corner, and we wanted to provide a look at all the new features! In this version, available in 2020, we’ll be introducing support for a unified constrained particle simulation framework.
KEY FEATURES:
The Finite Element Model (FEM): an indust...
I love my designated initializers and being able to use sizeof with VLA types
but libs should be ANSI C if there's a possibility they'll be used outside of Win/Mac/Linux
C++14 ❤️
C++ should die
C# is making me want to cut my toe off
size_t count = 100;
double *values = malloc(sizeof(double[count]));```
It's definitely nice having another open source 3D physics engine to go along with Bullet.
C++ should be summarily executed
C++ can burn
I'm a visual scripter so um. I like inefficiency and impaired readability.
C++14 and beyond is good, but you gotta be pretty careful with what you use otherwise your code becomes unreadable FAST
C++ has some good things, but most of them are just quality of life improvements imo
that's always been the issue with C++ and you're telling me it got worse with 14?
Visual scripting is better for shaders though and you can't change my mind.
C++'s biggest mistake is not detaching itself further from C from the start
So it instead changes a bunch of C rules which only complicates matters
and then you get people calling C++ a superset of C
C++ suffers the same fate as windows, crumbling under the pressure of staying backwards compatible
Yeah
God I was looking at the Trenchbroom source code the other day and it's in C++ and I was like "what::the::FUCK::am::I::looking::at"
hahahahaha
oof
It's one of the better C++ codebases I've seen at least
Welcome to computers where almost everything has a lineage going back at least 20 years
I KNOW
You can actually understand it
THAT'S THE PROBLEM
Which is rare for C++
with C++
sure glad I decided C++ was a big fucking waste of time and smelly
Look up C++ template compiler errors
unfortunately C++ does occupy a space that doesn't have a good alternative yet
Fresh starts are cool and all but I kinda like being able to run the large amount of software that's still around for old janky bit of software.
D came close but faffed it up
c++ template errors are unredable with anything not latest GCC/clang
I hope you enjoy getting 1000-column long error lines because you made a typo when working with a template
msvc messages are useless
wake me up when we get H++
also C++ doesn't have designated initializers therefore poop
Wake me up when Godot's 3D support is actually decent.
designated initializers make me happy
wake me up when we get c--
you've got specialized constructors for that honestly
oh wait
yeah but you don't get the pretty syntax
what the fuck
designated initializers also sorta let you do optional arguments
iirc GCC and Clang both have that as extensions
https://en.wikipedia.org/wiki/Shakespeare_Programming_Language Can the DUSK SDK be scripted with this instead?
The Shakespeare Programming Language (SPL) is an esoteric programming language designed by Jon Åslund and Karl Hasselström. Like the Chef programming language, it is designed to make programs appear to be something other than programs; in this case, Shakespearean plays.
A c...
it's only MSVC is garbage and "only supports C++"
struct FuncArgs
{
int a, b, c, d;
};
void Func(struct FuncArgs *args)
{
// do stuff
}
// ...
Func(&(struct FuncArgs) { .a = 5, .b = 2 });```
Fun fact about terminals and backwards compatibility: the reason UNIX (including Linux/Mac) provides you with a terminal "emulator" is because it's emulating the command set supported by the old VT-100 terminals, which itself is mostly compatible with the older typewriter terminals of the pre-70s.
I will only write dusk scripts if they're in the form of shakespearean plays
This means you can hook up your modern computer terminal emulator to a typewriter terminal with relatively little effort
@solid isle My obsession with vertical alignment and code aesthetic will probably make the scripts read like one
when is Dusk getting ported to TempleOS @ancient depot
@ancient depot you are a man of culture I see
no historical cludge there
yeah but, why not go all the way
when Unity supports it
and make it in SPL
Yeah but why not just complete it all by just using the Shakespeare programming language.
The backflips zombie does for vertical alignment are out of control
80 column line restriction master race
You can relatively reasonably map Linux syscalls to TempleOS syscalls so in theory, if you were willing to put in the time and effort, someone could port the Linux version of Dusk to TempleOS....
I remember reading an article someone wrote on porting Linux binaries to TempleOS
@ancient depot that's an understatement
real shame what happened to terry.
if you said that to the man when he was still alive he'd probably go on a huge rant about people glowing in the dark
Yeah, the mental healthcare system failed him
EGA mode 10h master race.
people
640x480 resolution, 16-color display and single audio voice, as god intended
Terry was a genius but he was very sick, and never got the help he needed
yea no the mental healthcare system in this country is broken as shit where it works at all
his story is sad as hell
320x200 16 colours is the true way of displaying images.
@hard pollen stretched to 4:3 pls
Yeah.
now we're talking
Has to be in 4:3 as well.
I was hospitalized once as a kid. Was only allowed outside once in the entire 5 days I was there. Only got to see the doctor once. It was 100% more just a prison sentence to keep me away from society rather than actually trying to help me
None of that 16:10 stuff.
Makes me wonder the kind of shit he could have done if he didn't have those problems
He definitely could've done amazing things
You can see glimmers of it during his few moments of clarity
Hey Zombie when're we getting tall pixels for DUSK?
lmao
In a way he made a more notable achievement BECAUSE of his problems. He absolutely did not need to suffer because of his problems, however.
tall... pixels?
the moments of him being self aware are honestly some of the most heartbreaking stuff I've seen
Y'know, how some pixels aren't perfectly 1:1
dude only needed a hand
so you make them T A L L?
Dude needed better parents and a better healthcare system and had neither unfortunately
(At least in the context of images intended for CRTS)
Yea. He was traveling with some native american prostitute at one point
It was uh, not a good situation
OH SHIT I GOTTA SHOW YOU GUYS A PHOTO
I GOTTA FIND IT
btw fuck SPL, brainfuck is where esotericism is at
at least its easier to read than template errors
I dunno man Piet is pretty cool.
Lisp is where esotericism begins and ends 😉
Hello World in Brain Fuck:
lmao
++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>---.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++.
((((whats so) esoteric)) about this))
(Lisp(is(where(esotericism(begins(and(ends)))))))
Piet is a funny idea but it's also an interesting way of storing bytecode for GPU consumption
Hello reimu
pure lisp or logo?
Blueprint is pretty esoteric.
logo is at least """"""""""fun""""""""""""""
Pure afaik
jfc he's insane
chef makes me laugh
I wonder how complex SPIR-V is
I could make the ubershader idea just interpret SPIR-V
I just think that UE4's material editor is like, the pinnacle of the art form.
imagine being so bored that you make a language out of recipes
Unity Shadergraph doesn't come close.
it's more about being wAcKy
it gives me a chuckle at least
@ancient depot weak, make it out of Game of Life cells
lmao
Blender's material editor is also okay, but not as built up as UE4's
WE REPPIN OUR BOY
LOL
nice
nice
lmao
Really vibin
Also when're we getting the DUSK shader 2?
what the fuck is fibe
it looks like something you would drink, thinking its a beverage, but is actually like, soy sauce or some shit
For helping you pass fibe checks
its actually a sauce made of fish scales
drink up
anyway, super important question
how about them uhhhhhhhhhhhhhh
SOUNDS
slap yourself in the forehead and youll hear one
could really use me some ambient generic if you know what im sayin
https://www.youtube.com/watch?v=e_EKVu4NKAs func_physbox is a right not a privilege.
Since it's been a long time. I'm still experimenting with this, it just takes lots of work & frustration.. DIY DMM with Physboxes in Source SDK. More coming soon (er or later).
ambient_generic is a right not a privilege
if func_physbox drops before func_vehicle I will fucking riot
How else will we make our incredibly expensive and slow fake DMM levels?
100 kbps internet is pain. I should've checked if the sdk worked on the mac version before I left for work RIP
if info_player_start is so good, why aint there an info_player_start2???
wait
YOOOOOOOO
that looks like these early physx demos " WOW AMAZING PHYSICS BASED FRACTURING "
and yet the character doesnt interact with any of it and the game is running at 30fps
start2 is what the game uses when you return to the episode select map in quake lmao
we haven't implemented it yet though
yeah
i just saw it and wanted to make the joke
yeah I didn't even realize it was a thing till now
Hey Zombie how do you feel about voxels?
I like them
how do you feel about ambient generic
put that on the blood steam page
I like em too, for some things.
anyone who doesn't like voxels is not a good person
"I like them" - Dusk developer "Darth Zombie" on the topic of voxels
Key word being some. I don't think voxels are a replacement for polygons.
My feelings on ambient_generic are that it is unimplemented
: (
RIOT
should have released the SDK with ambient_generic support only
no lights
no entities
just SOUND
deaf accessibility
we can LISTEN to our maps
And also func_vehicle and func_physbox.
see-ers fuck off
I'll hear my way around E1M1
@hard pollen engine and ragdoll sounds echoing in the infinite black void
beautiful, you can hear shit but you cant spawn to use the func_vehicles
because the spawn ents were not implemented
func_voxel.
I saw a video on a blind guy who plays Doom (albeit with cheats). I wonder if you could pull off an FPS where you can't see.
voxel terrains NOW
You probably could but it'd be hard to make.
Zombie is actually trying to spare us from the disaster that func_vehicle's are
There's a guy on reddit apparently who's famous for reviewing video games blind
literally
func_vehicle is the only thing keeping me alive in this desolate world
There's a lot of games that do like, echo location but a game where you can't see anything would definitely be hard to do.
nah man play that doom version where all frames are rendered with stereograms
now thats the real deal
It'll be the promised day of the reckoning once func_vehicles are supported
Func_vehicle is a right not a privilege.
david let me program func_vehicle
the great sdk heist, avain doxes zombie so we can steal his hdd and implement func_vehicle
Christian mothers against func_vehicles
first order of business is to make this
(I Didn't Make This)
Scooby transforms into a car while shaggy proceeds to ride inside him and run over Daphne(whom is in a wheelchair) while all being in a poor quality.
F in the chat bois.
DUSK NIPPER MAPS NOW
that's the author name of a famous series of func_vehicle maps don't cancel me pls
Canceled
func_bloom
oh my god this is bothering me so much - i feel like there is something wrong with this scene but i cant figure out what (i already posted this but it didnt bother me earlier, the scene is unchanged anyway)
One of my favourite CSS minigame. Two people in cannons, the rest hopping around on platforms and tunnels that are balancing on long poles. Watch the video if you're confused. Add me on steam: itz_squirrel
Are y'all stanning func_vehicle
y'know func_illusionary is kinda like fake bloom
like there is just... something not right
this but on DUSK
its because it's orange and has bloom
@honest stag in what way? composition or?
I have no clue
maybe the lighting? maybe the layout? i cant put my finger on it
seems visually noisy
the vertical torches on the map for some reason are screaming MINECRAFT for me
lots of lines everywhere in the textures
It's a little bit noisy. You could do better to draw the player's eye to a specific point
clashing vertical and horizontal lines
There's a lot going on in the entire lit area
maybe i'll give the celling a plain-ish texture instead, see if that helps
or i dunno
Yeah I would maybe not use that iron-bar-on-wood-planks texture there
they kinda draw your eye into the corner whereas you should be drawing the player's eye to that coffin thing
use something like a panel texture, or tiles, or something smooth
alright thank you fellas, lemme try that
Also might just be the orange, but we'll have to wait for colored lighting support
to try different stuff other than white and orange
what you mean wait for colored lighting support?
yeah i wish i could do that
I thought we already had colored lights
you cant use colored lighting
i want a blue-themed level, like a really cold one
WAT
Yeah, .lit files arent supported yet
colored lighting is a right not a privilege
the thing that stores lightmap color values
works in Quake/ HL
but appears white in DUSK
they aren't just embedded into the bsp?
huh, didn't know that
but half-life has colored lights and that's supported
well HL maps do
yeah okay that's what I thought
do they work in DUSK with HL maps?
also Q3
I've only ever done HL maps so lol
I think so
yeah so it's just Quake then
We support coloured lighting in HLBSP
because . L I T
It's just QBSP & BSP2 that doesn't support coloured lighting because yeah, .lit files
Dusk confirmed not lit
fuck, at this point I might as well just switch to HL
I mean do it
it's apparently got the most functionality in JACK
you just need to grab the half-life compilers really
I got them
rlly wish I could get zhlt to not output that gotdamn black lightmap so I don't have to do lighting while I'm still designing the map
I use the ones from sven coop
I think I already have ZHLT from a long time ago as my compiler
as far as I'm aware ZHLT is by far the best compiler toolset to use for HL maps except in this specific instance of Dusk
I'll check out the Sven ones though if that lets me set the default light level properly
although I doth wish Dusk just had a mat_fullbright 1 cheat like Half-Life
well I really just switched to it after the normal half-life sdk one didn't work for me
yeah I honestly wouldn't use anything from the HL1 SDK
Valve hasn't touched any of that since, well, before HL2
that should be better i think? man i spent a lot of time making that coffin and David even helped me but there's still something wrong with it even tho it has everything i want
Yeah cus it's bsp compiler doesn't know what the fuck a non-C drive is
oh god
the blood coffin
That looks a lot better with the new textures. Still could do more to draw the player's eye to the coffin though. Maybe get rid of the chandlier, dim the room, and add a light source like, near or inside the coffin itself?
Should really POP compared to the rest of the room I think
oh man yeah what if it looked like the inside of the coffin is glowing
yea
i can actually do that 1 sec
hey @honest stag is that your new map?
Give me those red lights Vriska
yep
that's the fourth map i ever made i think?
i made some mistakes with the church map so i'm kinda borrowing the style but improving more
http://skrinshoter.ru/i/070120/F2WaYzaw.png
so i'm kinda trying to min-max this and see the middle ground - of all the lights i only left 2 - one directly in the coffin and one outside so you can see around you
i kinda like the lack of light now, leaves more to the imagination i guess?
c'mon embed
hol up lemme load this on my 100kbps internet
shit it loaded twice
I should really just get a Verizon unlimited plan and use a hotspot at this point
hell ye
o ya that looks a lot better
ey thanks for the help, i'll keep polishing it
...and then i'll actually make another room
shame we don't have access to that "pulsating flesh" vertex shader from episode 3 or I'd tell ya to stick it inside that coffin
ohhhh yeah that would be awesome
I wonder if you should light up that stained glass a little bit or if that would take away too much from the coffin
like make it look like there's light coming from behind and eminating through the glass
probably wouldn't look that good without access to a spotlight-type light tho
UNLESS
you could try lighting it just with a light but then put func_illusionaries around the edges of the glass and kinda coming down towards the coffin if you know what I mean
you know i think i can make a spotlight-style thing by shoving a dusk lightpost into the wall behind the window, but setting the angle would be fucky
are those even supported tho lol
I think they are
I doubt any of the gradients to use with it are in dusk.wad tho
you'd have to use some from Half-Life
or just make your own
so the scene was kind too dark to walk around in when i tried it, and i readded 2 candles
i would be careful using too many candles
i'll replace some textures
theyre not good for performance
yeah i know, but i dont really have a better option for moody lighting
i'll be careful tho
ooh, looks cool
straight up improvement
i'll refreain from posting small changes to not spam
as long as you're not spamming it during a convo, I don't see the problem
others might disagree, idk, but I really don't see the issue
are the candles just a normal light source?
oh okey
(euler has to be at 0 90 0 for them to stand right)
I guess those are dynamic lights
i was looking through the trenchbroom entitys and being like "theres gotta be more"
yeah that looks great @honest stag
ey thanks
@sterile junco yeah there's a whole shit load of props and stuff, I didn't put em in my fgd because placeholder models don't do ya any good for placing set dressing
so i think i said it before but in the future when scripting is added (i have no clue how to code btw) i wanted to replace the flashlight with a lantern-type thing that shines around you instead of a direction
could help with spooky levels
Understandable
Can someone walk me through how to teleport in enemies?
I'm used to an actual monster maker entity
I don't think we have an entity for that right now
so you would have to use a teleporter
i really like adding secrets lol, and i KNOW players would jump into the coffin
just need a way back now
Bounce pad
nah just a ladder
@balmy thorn trigger_teleport ?? maybe
shit, you can hear the hallowed health making noise :(
😑
dumptruck has a great tutorial on how to do that, but will that work when moving to dusk?
there's no trigger_teleport in the entities.txt but there is a object_teleporter
then you have like a button or something point to the trigger_releport
not sure if it was just left out or if object_teleporter is the intended use
don't know
trigger_teleport works (at least for the player)
david said object_teleport can teleport anything including entire levels
but i couldnt get it to work
I have trigger_teleport in my entities.txt
o, huh, you're right
Anyway, @balmy thorn the SDK isn't -fully- out yet, we just have our hands on a partial implementation with little to no documentation. What's in the pinned messages is about as good as it gets rn, so you'll either have to experiment or wait for the full thing. You can also ask @ancient depot when he's around
Yeah I know. I'm doing some playtesting and wanted enemies to teleport in at a certain point, but I'll hold it off for now and stick to what works in the current build.
soooo i think there can be a very, very silly way of doing things
make a button which connects to a vertical door outside of the map which the enemies stand on and a trigger_teleport below it
button opens door - door makes enemies fall into the teleport
might be a bootleg solution and might not work
Lads I am BLOCKING
It's actually kinda fun not being able to play the game and test the map atm and just being forced to think about it lol
aw yeah
Going for that classic Romero U-shape for my first map
think you can just have a button activate the teleport trigger
Speaking of, @ancient depot monster maker or something equivalent will be implemented ya? It's not in entities.txt but it's something pretty fundamental I think
It will
The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc
same
i might even update my older shitty maps with it
also, keep in mind that the entity names for dusk-specific stuff aren't final
but do not worry
I'll be publishing a migration tool that can auto-update .map and .bsp files once we start changing them
sweet
Does anyone else have JACK up? Is it just me or does JACK not properly support Quake textures
Because DUSK.wad is grayscale as are the placeholder Quake models in JACK
that sounds like you're missing a palette
possibly although palette.lmp is in there where it should be
MrMuffinz uses JACK
@lament ore Quake wads will be grayscale in JACK
It's probably something to do with JACK, in Dusk they'll show up properly
I attempted to create a wad using lump file found in hl1 folder, but it was still grayscale in editor
yeah there's an option for a palette file there but it's grayed out. odd
I could've SWORN they were working fine earlier though....
Also JACK seems to use ASCII and Dusk wad (found in this Discord) UTF so some textures will prevent you from compiling the map due to weird characters
Well, I guess I can always just make a WAD3 version of Dusk.wad, and it's not really a big deal (albeit annoying) if the models are grayscale
iirc darth was planning to make dusk.wad wad3 anyway
It shouldn't be a problem if you use Wally to create custom wad files, but makewad will result in grayscale textures as well as currently pinned dusk wad
Also remember to package your WAD with the BSP in JACK @lament ore
Otherwise textures won't show up
has arcane dimensions been ported yet
you dont port it you just launch it
arcane dimension maps still don't load properly iirc
well they do, they just take forever
i have something awesome planned for this room and the green thing. god it's gonna be cool (even tho dusk did it already)
so the color is kinda fucked in the recording, pretend it's quake
BUT CHECK THIS SHIT OUT MY DUDES
(it's not final but the thing actually works)
i put a teleport inside of that thing
so you hit it and it takes you somewhere cool
oh man i'm so excited
i found the grappler in the entities file just now and this idea came to me
I like it except the yellow black striped texture
yeah that should go probably
Doesn't seem to fit
It's like there is a work in progress in a cult church?
Who did they hire?
lol kind of yes
i have a shitty storyline in my head
like ok so there is the coffin which you spawn beside
that's supposed to be yours right?
and while you were sleep the cult starts building weird shit from the anomalous things in your uhhhh tomb i guess?
so you kind of see a mix of old/mysterious and industrial/magic like dusk ep2
...i'll replace the texture
sooo this room is WIP but the main quirk works thank god
gravity "flips" even if it is just an illusion!
i probably should somehow make it obvious for the player to shoot this green thing if they havent seen it before
man i wish we had in-game text
i also need to move the teleporter destination to the center of the green thing
thankfully it has no collision
Looks cool dude
ey thanks
it's nowhere near as cool as the dusk version of gravity flipping but i'm happy
i'm so glad it looks kind of seamless because you move at a high speed and the green thing obstructs vision
the gravity flipping level is a hack anyway
so many leaks ;w;
Seal ur map 
...uhhh i dont see any
Am i blind
Ohhhh sorry lol
comes home, tries to map a bit, cat is cuddly and gets in the way
nope
i am petting mine right now
mine's in my lap, partially, front is up on the wrist rest (and sometimes he stretches one front leg out, at times pushing buttons)
(yesterday he upgraded a trait in remnant for me... at least he hasn't done anything destructive to my map yet, though that paw gets really close to delete at times :p )
He'a being paid off by quake_txt to delete all your Dusk maps
nooooo
Trenchbroom autosaving saved my ass a number of times btw, love it
(and he's not going to do something that can't be solved with ctrl+z :p )
patch going out
This changes how Dusk scales imported bsps so don't be alarmed if your levels look slightly bigger than before
eventually we'll probably have the scale factor be customizable
I had to relog into steam yesterday so I had a bit of worry when the sdk beta wasn't showing up
but I just had to put the code in again
dunno if that broke all the changes I made for it
patch notes
Out of curiosity what file type will the models be once we are able to change them? Just so I can make some new gun models ahead of time 😁
@ancient depot
IQM
aaah, patch
also, started making a graveyard area in front of the church thing
kinda dark
well, haven't lit it yet, since borked
apart from a few scant lights so it's not completely black everywhere
@ancient depot thanks!
np
hahaha
Pickups will no longer spawn with incorrect rotations.
goddammit
oh no all my props lmaooo
ok i like this patch
as i said, it brought laughs
wherelampslie.bsp
at least now i have a sideways barrel stack
hopefully they should all just be correct now
also, yay for Doors and buttons now support messages., now i get my messages from buttons and stuff again
so im guessing getting rid of our euler tweaks will fix the existing issues
i still gonna use euler to rotate objects
mortar blasts still don't affect func_breakables tho
also welder explosions
shootable button working, no message without direct push tho
0/10 deleting game
shootable button working, no message without direct push tho
i guess those messages are for direct push only
as far as i remember
there's something like
trigger_message, no?
oh? ill give it a squiz
not in Quake no
they do messages with just normal triggers
trigger_once and trigger_multiple
You sure messages don't work when you shoot them?
a button i have to open a secret only gave message when used, not shot
so you can make shootable button trigger something and trigger the message, right?
wait
so message have to appear when you shoot it?
well, they should if set
i see
so you can make shootable button trigger something and trigger the message, right? in theory that should work
hmm
Some of the secret doors are a bit weird for me on Slipgate
Like won't react if I shoot em, move into em, press action on them
Old game is bad game
ye
@fast ridge which ones?
The SSG, Nailgun, and the armor area near the start of the level
ssg and nailgun should all function
nailgun should open when you pick up the MG, ssg should open by shooting the thing
sure you got the update?
Just updated it a bit ago yeah
I'll give it another try if it doesn't work I'll let you know
yeah I just tried it in the project and they work for me
Might try repacking the files see if it works
checking the build
yup works for me in build too
wait
what weapon are you using?
weird
Some buttons work some don't
anyone else have the same issue?
?
1 sec
- for some reason these 2 soldier bois are startled right from the beginning, that didn't happen earlier
Everything seems to be working for the most part
- i can't place those streetlights properly
i mean
i tried rotating them with euler
ok for some reason i turned them upside down with the first numbers in euler which is strange cause it's usually second number
Enemy rotation changed with this update cause of rotation fixes for prefabs. Are you able to get them to face away from you with Euler adjustments?
i didn't think about euler for enemies huh
let me try
actually
i can clearly see that they are on their proper positions when level starts
same with other enemies on the level
dude that map is looking really good btw
thanks
I'm also having the same issue
with enemies seeing you with their backs?
blood joke?
hmm, guess the angles prop for say func_door from goldsrc doesn't work yet?
beer books
well, the enemies facing 90 degrees from where they are in the editor
What fgd are using for entities @long anchor
@hollow laurel it should be angle, not angles
but euler rotation werks
The one someone posted earlier?
yep
Map looks great dude
Unless goldsrc supports doors that go in any direction
@lament ore made his custom fgd
in which case we can add that
well, there's that in hlbsp for pitch/yaw/roll in goldsrc
@mortal narwhal but for me they are placed just like before patch!
yet they notice me...
wth, maybe try on a new test map?
i'll try
hm, i can find it on twhl's wiki for goldsrc.... i'll have to see if i still have worldcraft lying around somewhere
ok all remedied
note, the prop_barrel_wood appears to not be lighting properly
when sideways*
works when normal way up
(also, doesn't conflict with whatever i was doing, just that doors weren't moving as they should)
@long anchor likely what's happening is they are still at the same angle in TB but Dusk now spawns them differently so that angle isn't actually reflecting how they spawn
We may need to look into fixing enemy rotation specifically
as i said, their angle is still the same on the map
whats up with thaaat
god we really need notarget cheat
am i right to assume the weird lighting issues the props have, whether being way too light or dark, are a fix to come and not something I'm doing wrong? 😮
because textures are all there well and good, just sometimes its mostly white and sometimes you can only flashlight the texture up
@long anchor right, trenchbroom is still going to show the same angle, but Dusk does different things with rotation now so they may not actually be spawning at that angle
im playing around with the ones without it that ive found at least :p
If you are mapping with Quake profile, Trenchbroom uses angles for example: angles 0 60 0. If Dusk is using angle instead, just add angle key and copy middle value. One of them should be ignored when compiled
@iron needle i was trying to say that they have same ingame rotation as in TB cause i can clearly see their back in the beginning but it seems like they really ARE wrongly rotated, it's just me being blind and dum dum again sorry
Hmm
We'll need to fix it so that they show their proper rotation in TB
Should I adjust the enemies' angles now, or wait for a fix?
Your choice, really
Depends if you want to spend the time going through and removing the values after it's fixed
ah, I see
Trenchbroom suports angle angles and mangle now it all depends on what entity you use it. Light usually use angle for spotlights and mangle to set proper direction. angles are used to position enemies. My guess is it all depends on what game profile you choose. If there was HL profile, angle could probably be main rotation key.
Luckily enemy rotation doesn't actuallyatter that much after the start of the level, since as soon as you fire a gun enemies ignore field of view anyway
do they aggro through walls?
if they hear you?
nvm just answered my own question
I see, thanks for the info @toxic forge
there's still one thing about streetlights that bothers me: one on left is euler 0 0 0 the right one is 270 0 0
so x is making it lie on the ground for some reason, not y
angels is for the rotation of the object angle is the direction doors move and stuff
@long anchor streetlight thing is new with this patch right?
actually that might not be true
you mean object itself?
okay, now i have no idea where those values came from, since i started these maps in worldcraft 3 with the quake adapter thingamajig
and i can't be arsed to do that install again :p
@long anchor the rotation weirdness
yeah, this patch
Hmm ok
angle = 180
angles = 0, 0, 0
angle is one number (or -1 -2)
angles is 3 numbers
they both do the same thing
just angles is like a new thing that wasn't in base quake
Yeah, we have angles as euler currently, just needs an alias which is no biggie
Luckily enemy rotation doesn't actuallyatter that much after the start of the level, since as soon as you fire a gun enemies ignore field of view anyway
but you need to pick up the gun before you start shooting, eh?
yeah, just trying to remember when i input those (since it might've been years ago, and i might've been quite drunk as well)
why not just have it as angels
my level begins stealthy, like, you jump over the fence and no one sees you
@ancient depot ok, I just double checked, angle works too in TB. Both angles and angle works. By default rotate tool insert angle. When you manually set angles instead, rotate tool will update angles and never add angle. So now you can end with a situation where user sets angles instead of angle and TB will update wrong key.
good luck
also same thing applies to mangle
I assume mangle is a single number and not a vector
vector
Wonder why mangle was picked instead of mangles then, since it'd be more consistent
But oh well
but you have to deliberately type it in monster entity keys, to have it available, cause it's mostly used by lights
also zombie I have 2 videos of bugs
hallowed health doesn't emit any sounds for some reason
Let's see 'em
Also I'm hoping to get transparency support in within the next patch or so, it's starting to get really annoying to see the transparent colour everywhere
yes
how about shooting through?
I believe that's handled through a spawn flag or a property, I forget
Okey so this one is just that you bounch up and down when you release the crouch key under something
It's like 3:30 AM and I'm half asleep so I can't really remember how any of that shit works rn
@gritty forge I believe that happens on regular maps too
Just a weird Dusk-ism
^
Yeah prolly
Heres a scarecrow that managed to clip into the the ground when he walked from the blue bridge thing into the room
Before even watching the video I'm gonna say that's a navmesh issue
You'll get similar stuff happening on say, Quake E1M1 atm
video too large
Enemies might warp to a lower platform when the navmesh correction messes up
for embed
soon™️, there's no support for quake-style water for similar reasons there's no transparency support yet
btw player has height of 56 units, should help in achieving proper scale
dusk has taught me quake dude is a manlet
Ranger is 56u, think Duskdude is taller?
I believe David messed around with having a Quake-accurate scale earlier but it didn't feel right with Dusk's movement
like absolute 5 footer
It wasn't just that it didn't feel right, it's that Dusk's step height is smaller than Quakes so you couldn't walk up any stairs
Ah, right
And also that HL seems to have a different scale so you'd end up tiny in HL maps lol
honey i hunt down the freeman
duskdude tries it!: Hunting down the freeman
dies
Funnily enough I think Dusk scale feels more correct in Quake levels than actual Quake scale
I know everyone is using TB or Jack, but is there a way to use ProBuilder/RealtineCSG or whatever for making maps for Dusk/the SDK? Just asking cuz id like to get more proficient in Unity LD.... Im not technically proficient enough to know if that sounds stupid or not lol
duskdude tries it!: Hunting down the freeman
you fucked up my face!
I know everyone is using TB or Jack, but is there a way to use ProBuilder/RealtineCSG or whatever for making maps for Dusk/the SDK? Just asking cuz id like to get more proficient in Unity LD.... Im not technically proficient enough to know if that sounds stupid or not lol
No immediate plans for that, but in the future maybe
Okay no worries, thanks @ancient depot
YOU FUCKED UP MY FACE
i.. i can explain...
My fellow Americans
wish there was a gnome emoji
we could make that
^
hmm new Dusk update
Star Wars prequels in Dusk
looks like func_door_secret uses the standard func_door flags
Big John has the high ground
place health potions that triggers teleports and now it's flooded with hundreds of enemies
Serious Sam in DUSK.
hunt down the serious duskdude: the prequel: the game
lmao
would dusk enemies work on a larger scale like the good ssam encounters?
eh, as long as you dont make things too open, maybe twice as big as E3M9 per arena
i guess we can't make proper dusk buttons rn, eh?
With the iqm models I’m having trouble keeping the animations working any thoughts?
@long anchor you should be able to re-create pretty much all Dusk functionality with Quake buttons atm
but probably in the future you'll be able to spawn Dusk buttons also
@civic sentinel Are you using the official Blender exporter?
well, all functionality except Duke3d codes but nobody liked those anyway lol
@ancient depot I wasn’t I didn’t know you could export it as .iqm on blender, I was using noesis
what dn3d codes
That’s my problem then, I’ll have to check out exporting it on blender, do I need anything to be able to do that?
You'll have to download the iqm plugin
@fringe nymph the ones in Dusk where you have to guess the combination
oh the poozles battons
Thanks I will do that
its quite over the top
looks more like a lamp than a button
can't you just make it.... less intense?
nope
well shit
Custom sprite time? :v
I think the texture you use already points at a door that can be opened
no need to make it "hey little baby gamer, there is a switch here!"
I'd personally tone it down to a more subtle red, but make it blink on and off. Motion is easier to pick up on in a game like DUSK than light intensity.
If something's moving or blinking, it ain't just background stuff.
Don't be afraid to use level lighting to draw attention towards it, too!
Lights can organically point players in the right direction by giving them a better-lit target.
Putting stuff in the spotlight, so to speak.
i tried to use level light but it felt kinda unnatural since the button looks like it's not emitting any light
about spotlights
i think you can change light intensity(?) in quake, not in dusk tho
not rn at least
Just have a light that attracts attention to that area in particular, then use the blinking red button sprite to entice the player into using it.
Maybe drop an enemy or two in front of it so the player has to pay attention to that spot. :V
Lighting up the sign could work, too. Like how highway signs are brightly lit.
If it works, I guess. :P
I would say if the button is right next to the door then it's not hard to miss
I dunno, the level is pretty dark. It'd be easy for it to blend in with its surroundings.
but i missed it lol
yep
Does lifting HL2 textures for a DUSK mod count as Fair Use because HL2 textures are so overused it's almost comedic to use them in anything at this point?
can someone send me a zipped version of their SDK folder. For some reason i can't get any quake 1 maps running
now i'm pleased with results
@ancient depot also as you can see the forklift's still feels bad on 0 0 0
nice lookin
@sharp trail why tho? what kind of error appears?
thanks
@spiral nexus you can make meme mod using hl2 textures
like bruh, cursed tile texture https://i.imgur.com/ovUsNmK.png
why is it so cursed?
I've already stored it in my secret vault
i did everything that i was supposed to do acording to the pinned messages
@thorn nova if you played anything that runs Source you have seen that tile texture millions of times
Right
how your maps arent running
if you did everything as the pin says then try to repair the game
also, they're from various texture "banks", so in other games (was some controversy with stalker because they got some texture from the same place)
@sharp trail maps aren't running, or there are no textures, or...?
it should be fine as long its supported bsp format
Gasp! Just playtested my map and it looks like the recent patch fixed object rotations 😛
i can't choose the maps in the dusk sdk
What do you mean?
Floating Wendigo is floating. Happens on the moving platform in Quake E2M2
@sharp trail Under "Custom levels" ?
either you have mod folders unchecked or maps are in wrong directory
Did you compile the bsp in the right folder?
or you just launched vanilla.
^
check modding tab in main menu
@long anchor random idea: you could make the button texture one of the Dusk button textures
and check the files directory
Those should be exposed in the textures folder like all the other ones
@balmy thorn yes
Also I'll echo what someone else said, don't be afraid of using placed light sources to light up things you want to stand out. It doesn't look as unnatural to the player as you might think, especially of you keep it subtle
aka, paste candles everywhere
use gold coins to light stuff
i did it all. I compiled it into a bsp (it works with quakespasm) i checked the mod folder in the sdk version i added the pallete.lmp
Any gameplay-oriented light, like one meant to direct the player's eyes towards something in particular, can look perfectly natural if given context in the game world.
I can confirm the weird alert behaviour that was reported btw. Both enemies are aggro'd on Quake E1M2 post-patch
Hard to tell without knowing anything about your setup @sharp trail
Can you describe the compiler you use, the settings, folder structure etc
map should run even without palette.lmp
Did you activate your mod in the main menu?
@pearl fox yup it has to do with the rotation fixes
Hopefully we can fix the fixes lol
isnt like enemy fire waking up unalerted monsters?
I don't think so
Indeed
this is so sad can we get 100 soaps?
It is the 41st millenium, sat immobile on the golden desk chair, David, the god dev of DUSK, releases updates for the SDK
I never really noticed before, but the way that the hunting rifle sends enemies' corpses flying is satisfying as hell
Oow
Thank you for bearing with us with the updates guys. I know it's probably frustrating to have them affecting your maps but as you can probably imagine it's difficult to fix bugs without that happening.
what was the last update anyway?
Well it's an alpha for a reason
thats weird after update one enemy is instantly aware of player (and by shooting at the player it alerts the other enemies)
Tbh though I think it's more fun this way
inb4 new worldspawn flag
@fluid nimbus check patch notes on steam SDK forum. An assortment of stuff
kk thanks
@iron needle yeap i added lights
@crude cedar
use gold coins to light stuff
i already lit up too much stuff on the level with coins lol
darn
@balmy thorn i've already posted some screenshots of my setup yesterday just search for my messages in the searchbar and you'll find them
It is a kind of pre-release of the SDK, so it's kind of expected that older things may break as it gets more updates and features.
Don't think anyone's too broken up over it. 😁
The way I see it, us folks are just pushing buttons until it breaks, and having some fun while doing it.
Definitely will be doable
neat
schüt the crack in the wall, the whole thing blows up
@long anchor
"The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc" - Darth Zombie
😉
iirc there's no "trigger_explosion" or something like this
There is in HL
really?
Yeah.
Hehe. I mapped for HL1 for several years back in the day, so I'm 100% sure.
I can't confirm if it'll be added to Dusk though, obviously
but I would think so, especially considering how active Zombie is with the community
they're supposed to be in different order
Did you trigger it?
nah
the part of the building is func_breakable
so i shot mortar to make explody effect
and then shot it with pistol to actually break
(since for some reason explosions don't affect func_breakable)
btw i'm having fun with func_breakable
all the windows on level are breakable
and it's awesome
Yup, just how it was done in HL1 😉
i wish there were half-life fgd for TB
i really don't want to get back to hammer or jack for hl mapping
In JACK's defense, it's way more stable than Hammer is.
that's not a high bar at all
hammer btfo
By the way, I'm amazed by the speed you guys are adding new functions and ironing out bugs after the initial release, thanks for all of your hard work 
I second that.
thirded
fourthed
fifthed?
sixthed
Ive tried adding the iqm plugin to blender but it wont work, it says ive got to upgrade to 2.8x which i dont know what that means
what version of blender do you have now?
2.81
Anyone else notice the akimbo shotgun sound not playing correctly in the sdk version? Seems to lose the more bass-heavy layers at random. Doesn't seem to be a thing in the current release branch.
Ah, so it does seem to be a thing. You're talking about vanilla sounds as well, right?
yeah, there's an issues with sounds. devs are investigating.
Do HL1's .mdl files work in the SDK as of right now?
or one can only use Quake models for now?
we don't have any custom models right now but I think they were gonna support .iqm
oh right I forgot models aren't a thing at all currently, sorry
How do I make the textures loads in custom levels? lol
fixed enemy rotation. Will hotfix tonight
yoooo
@turbid glade put the palette file in your mod's directory
Thx
NICE
Are teleporters not able to be used in a trigger yet?
They are. Trigger teleporters only teleport the player atm, whereas teleporter objects will teleport anything as in the base game
Okay so I just finished Dusk a few moments ago. How do I start making mods? 
Well, first thing's first, you need the SDK beta branch. Do you know how to access the beta branches on Steam?
Yeah, you use the key right?
Yep! The pins should have most of the info you need
Cool! Thanks!
Np!
Would anyone want to test my map?
@mortal narwhal I would 😉
@balmy thorn Here you go, it's not actually dust 2 btw
