#dusk-modding

1 messages · Page 27 of 1

small gate
#

whatya expect of a graphics library where your engine is 90% of the way of being the driver itself

ancient depot
#

iirc the C support sucked too when I checked

hard pollen
#

Eh PhysX has been a pretty functional physics engine but the GPU accelerated stuff is kinda annoying.

lament ore
#

no C support is a killer for me. I'll never touch Qt because of that

ancient depot
#

C support is a right not a privilege

lament ore
#

ANSI C OR BUST

small gate
#

physx's death is long overdue

ancient depot
#

I'm a C11 sinner

hard pollen
#

I mean PhysX 5 is coming soon.

small gate
#

C support is a right not a privilege

#

func_c

lament ore
#

I mean that's fine for an end-user facing project

hard pollen
ancient depot
#

I love my designated initializers and being able to use sizeof with VLA types

lament ore
#

but libs should be ANSI C if there's a possibility they'll be used outside of Win/Mac/Linux

small gate
#

C++14 ❤️

lament ore
#

C++ should die

small gate
#

C# is making me want to cut my toe off

ancient depot
#
size_t count   = 100;
double *values = malloc(sizeof(double[count]));```
hard pollen
#

It's definitely nice having another open source 3D physics engine to go along with Bullet.

lament ore
#

C++ should be summarily executed

ancient depot
#

C++ can burn

hard pollen
#

I'm a visual scripter so um. I like inefficiency and impaired readability.

small gate
#

C++14 and beyond is good, but you gotta be pretty careful with what you use otherwise your code becomes unreadable FAST

ancient depot
#

C++ has some good things, but most of them are just quality of life improvements imo

lament ore
#

that's always been the issue with C++ and you're telling me it got worse with 14?

hard pollen
#

Visual scripting is better for shaders though and you can't change my mind.

ancient depot
#

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

small gate
#

C++ suffers the same fate as windows, crumbling under the pressure of staying backwards compatible

ancient depot
#

Yeah

lament ore
#

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"

ancient depot
#

hahahahaha

solid isle
#

oof

ancient depot
#

It's one of the better C++ codebases I've seen at least

lament ore
#

Welcome to computers where almost everything has a lineage going back at least 20 years

#

I KNOW

ancient depot
#

You can actually understand it

lament ore
#

THAT'S THE PROBLEM

ancient depot
#

Which is rare for C++

lament ore
#

with C++

solid isle
#

sure glad I decided C++ was a big fucking waste of time and smelly

ancient depot
#

Look up C++ template compiler errors

lament ore
#

unfortunately C++ does occupy a space that doesn't have a good alternative yet

hard pollen
#

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.

lament ore
#

D came close but faffed it up

small gate
#

c++ template errors are unredable with anything not latest GCC/clang

ancient depot
#

I hope you enjoy getting 1000-column long error lines because you made a typo when working with a template

small gate
#

msvc messages are useless

solid isle
#

wake me up when we get H++

ancient depot
#

also C++ doesn't have designated initializers therefore poop

hard pollen
#

Wake me up when Godot's 3D support is actually decent.

ancient depot
#

designated initializers make me happy

solid isle
#

wake me up when we get c--

small gate
#

you've got specialized constructors for that honestly

solid isle
#

oh wait

ancient depot
#

yeah but you don't get the pretty syntax

solid isle
#

what the fuck

ancient depot
#

designated initializers also sorta let you do optional arguments

solid isle
small gate
#

iirc GCC and Clang both have that as extensions

hard pollen
small gate
#

it's only MSVC is garbage and "only supports C++"

ancient depot
#
struct FuncArgs
{
    int a, b, c, d;
};

void Func(struct FuncArgs *args)
{
    // do stuff
}

// ...
Func(&(struct FuncArgs) { .a = 5, .b = 2 });```
lament ore
#

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.

solid isle
#

I will only write dusk scripts if they're in the form of shakespearean plays

lament ore
#

This means you can hook up your modern computer terminal emulator to a typewriter terminal with relatively little effort

ancient depot
#

@solid isle My obsession with vertical alignment and code aesthetic will probably make the scripts read like one

small gate
#

when is Dusk getting ported to TempleOS @ancient depot

lament ore
#

@ancient depot you are a man of culture I see

small gate
#

no historical cludge there

solid isle
#

yeah but, why not go all the way

ancient depot
#

when Unity supports it

solid isle
#

and make it in SPL

hard pollen
#

Yeah but why not just complete it all by just using the Shakespeare programming language.

small gate
#

640x480 the way the Lord meant it to be

#

256 colors baby

still raptor
#

The backflips zombie does for vertical alignment are out of control

ancient depot
#

80 column line restriction master race

solid isle
#

this is the code

lament ore
#

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....

ancient depot
#

lmao

#

TempleOS is a remarkable achievement

lament ore
#

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.

small gate
#

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

ancient depot
#

Yeah, the mental healthcare system failed him

hard pollen
#

EGA mode 10h master race.

lament ore
#

people

solid isle
#

640x480 resolution, 16-color display and single audio voice, as god intended

small gate
#

lets leave it at people

#

pls

ancient depot
#

Terry was a genius but he was very sick, and never got the help he needed

lament ore
#

yea no the mental healthcare system in this country is broken as shit where it works at all

small gate
#

his story is sad as hell

hard pollen
#

320x200 16 colours is the true way of displaying images.

small gate
#

@hard pollen stretched to 4:3 pls

hard pollen
#

Yeah.

small gate
#

now we're talking

hard pollen
#

Has to be in 4:3 as well.

lament ore
#

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

hard pollen
#

None of that 16:10 stuff.

solid isle
#

Makes me wonder the kind of shit he could have done if he didn't have those problems

ancient depot
#

He definitely could've done amazing things

#

You can see glimmers of it during his few moments of clarity

hard pollen
#

Hey Zombie when're we getting tall pixels for DUSK?

ancient depot
#

lmao

lament ore
#

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.

solid isle
#

tall... pixels?

small gate
#

the moments of him being self aware are honestly some of the most heartbreaking stuff I've seen

hard pollen
#

Y'know, how some pixels aren't perfectly 1:1

small gate
#

dude only needed a hand

solid isle
#

so you make them T A L L?

hard pollen
#

Square pixels are stoopid.

#

320x200 is a 4:3 aspect ratio.

lament ore
#

Dude needed better parents and a better healthcare system and had neither unfortunately

ancient depot
#

He was homeless towards the end too

#

Living in his car

hard pollen
#

(At least in the context of images intended for CRTS)

lament ore
#

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

small gate
#

btw fuck SPL, brainfuck is where esotericism is at

#

at least its easier to read than template errors

hard pollen
#

I dunno man Piet is pretty cool.

still raptor
#

Lisp is where esotericism begins and ends 😉

solid isle
#

Hello World in Brain Fuck:

ancient depot
#

lmao

solid isle
#

++++++++[>++++[>++>+++>+++>+<<<<-]>+>+>->>+[<]<-]>>.>---.+++++++..+++.>>.<-.<.+++.------.--------.>>+.>++.

small gate
#

((((whats so) esoteric)) about this))

ancient depot
#

(Lisp(is(where(esotericism(begins(and(ends)))))))

hard pollen
#

This is true visual scripting.

still raptor
#

Lmfao

#

John carmack taught his children lisp at like the age of 5

ancient depot
#

Piet is a funny idea but it's also an interesting way of storing bytecode for GPU consumption

ivory magnet
#

Hello reimu

still raptor
#

I feel so bad for them

#

Piet is the answer for unity custom shaders

small gate
#

pure lisp or logo?

hard pollen
#

Blueprint is pretty esoteric.

small gate
#

logo is at least """"""""""fun""""""""""""""

still raptor
#

Pure afaik

small gate
#

jfc he's insane

solid isle
#

chef makes me laugh

ancient depot
#

I wonder how complex SPIR-V is

solid isle
ancient depot
#

I could make the ubershader idea just interpret SPIR-V

hard pollen
#

I just think that UE4's material editor is like, the pinnacle of the art form.

solid isle
#

imagine being so bored that you make a language out of recipes

hard pollen
#

Unity Shadergraph doesn't come close.

small gate
#

it's more about being wAcKy

solid isle
#

it gives me a chuckle at least

small gate
#

@ancient depot weak, make it out of Game of Life cells

ancient depot
#

lmao

small gate
#

each filled cell is a bit

#

hey at least it's highly parallelizeable

#

lul

solid isle
#

dusk mods should be coded in this

lament ore
hard pollen
#

Blender's material editor is also okay, but not as built up as UE4's

lament ore
#

WE REPPIN OUR BOY

still raptor
#

LOL

solid isle
#

nice

small gate
#

nice

ancient depot
#

lmao

torpid agate
#

Really vibin

still raptor
#

Yo are we doing a Fibe check?

hard pollen
#

Also when're we getting the DUSK shader 2?

solid isle
#

what the fuck is fibe

still raptor
#

Fiber probably

#

It was in the health drinks section

solid isle
#

it looks like something you would drink, thinking its a beverage, but is actually like, soy sauce or some shit

still raptor
#

For helping you pass fibe checks

solid isle
#

its actually a sauce made of fish scales

#

drink up

#

anyway, super important question

#

how about them uhhhhhhhhhhhhhh

#

SOUNDS

small gate
#

slap yourself in the forehead and youll hear one

solid isle
#

could really use me some ambient generic if you know what im sayin

hard pollen
lament ore
#

ambient_generic is a right not a privilege

small gate
#

if func_physbox drops before func_vehicle I will fucking riot

hard pollen
#

How else will we make our incredibly expensive and slow fake DMM levels?

lament ore
solid isle
#

if info_player_start is so good, why aint there an info_player_start2???

#

wait

#

YOOOOOOOO

small gate
#

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

ancient depot
#

start2 is what the game uses when you return to the episode select map in quake lmao

#

we haven't implemented it yet though

solid isle
#

yeah
i just saw it and wanted to make the joke

ancient depot
#

it's a dumb name tbh

#

should be info_player_return

solid isle
#

yeah I didn't even realize it was a thing till now

hard pollen
#

Hey Zombie how do you feel about voxels?

ancient depot
#

I like them

solid isle
#

how do you feel about ambient generic

lament ore
#

put that on the blood steam page

hard pollen
#

I like em too, for some things.

small gate
#

anyone who doesn't like voxels is not a good person

lament ore
#

"I like them" - Dusk developer "Darth Zombie" on the topic of voxels

hard pollen
#

Key word being some. I don't think voxels are a replacement for polygons.

ancient depot
#

My feelings on ambient_generic are that it is unimplemented

solid isle
#

: (

lament ore
#

RIOT

solid isle
#

should have released the SDK with ambient_generic support only

#

no lights

#

no entities

#

just SOUND

lament ore
#

deaf accessibility

solid isle
#

we can LISTEN to our maps

hard pollen
#

And also func_vehicle and func_physbox.

lament ore
#

see-ers fuck off

solid isle
#

I'll hear my way around E1M1

lament ore
#

@hard pollen engine and ragdoll sounds echoing in the infinite black void

small gate
#

beautiful, you can hear shit but you cant spawn to use the func_vehicles

#

because the spawn ents were not implemented

solid isle
#

me using alternate universe Dusk SDK

hard pollen
#

func_voxel.

lament ore
#

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

hard pollen
#

You probably could but it'd be hard to make.

spiral nexus
#

Zombie is actually trying to spare us from the disaster that func_vehicle's are

solid isle
#

There's a guy on reddit apparently who's famous for reviewing video games blind

#

literally

lament ore
#

func_vehicle is the only thing keeping me alive in this desolate world

hard pollen
#

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.

small gate
#

nah man play that doom version where all frames are rendered with stereograms

#

now thats the real deal

spiral nexus
#

It'll be the promised day of the reckoning once func_vehicles are supported

hard pollen
#

Func_vehicle is a right not a privilege.

lament ore
#

david let me program func_vehicle

ivory magnet
#

Func_vehicle is banned

#

Someone might put the funny car in dusk

#

Can't have that

small gate
#

the great sdk heist, avain doxes zombie so we can steal his hdd and implement func_vehicle

spiral nexus
#

Christian mothers against func_vehicles

solid isle
#

first order of business is to make this

lament ore
#

DUSK NIPPER MAPS NOW

#

that's the author name of a famous series of func_vehicle maps don't cancel me pls

torpid agate
#

Canceled

hard pollen
#

More important question though.

#

When's Func_chromaticabberation?

lament ore
#

func_bloom

honest stag
#

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)

small gate
spiral nexus
#

Are y'all stanning func_vehicle

lament ore
#

y'know func_illusionary is kinda like fake bloom

honest stag
#

like there is just... something not right

small gate
#

this but on DUSK

solid isle
#

its because it's orange and has bloom

lament ore
#

@honest stag in what way? composition or?

honest stag
#

I have no clue
maybe the lighting? maybe the layout? i cant put my finger on it

solid isle
#

seems visually noisy

small gate
#

the vertical torches on the map for some reason are screaming MINECRAFT for me

solid isle
#

lots of lines everywhere in the textures

lament ore
#

It's a little bit noisy. You could do better to draw the player's eye to a specific point

solid isle
#

clashing vertical and horizontal lines

lament ore
#

There's a lot going on in the entire lit area

honest stag
#

maybe i'll give the celling a plain-ish texture instead, see if that helps

solid isle
honest stag
#

or i dunno

solid isle
#

also yeah

#

the ceiling is the same as the wall

#

but also clashing lines

lament ore
#

Yeah I would maybe not use that iron-bar-on-wood-planks texture there

solid isle
#

doesnt have to be plain

#

just dont make it straight lines

lament ore
#

they kinda draw your eye into the corner whereas you should be drawing the player's eye to that coffin thing

solid isle
#

use something like a panel texture, or tiles, or something smooth

honest stag
#

alright thank you fellas, lemme try that

solid isle
#

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

lament ore
#

what you mean wait for colored lighting support?

honest stag
#

yeah i wish i could do that

lament ore
#

I thought we already had colored lights

solid isle
#

you cant use colored lighting

honest stag
#

i want a blue-themed level, like a really cold one

lament ore
#

WAT

solid isle
#

Yeah, .lit files arent supported yet

lament ore
#

colored lighting is a right not a privilege

solid isle
#

the thing that stores lightmap color values

#

works in Quake/ HL

#

but appears white in DUSK

lament ore
#

they aren't just embedded into the bsp?

solid isle
#

.lit is coming soon though apparently

#

no

lament ore
#

huh, didn't know that

solid isle
#

it's literally it's own file

#

uhhhh

gritty forge
#

but half-life has colored lights and that's supported

solid isle
#

well HL maps do

lament ore
#

yeah okay that's what I thought

solid isle
#

do they work in DUSK with HL maps?

gritty forge
#

also Q3

lament ore
#

I've only ever done HL maps so lol

gritty forge
#

I think so

solid isle
#

yeah so it's just Quake then

ancient depot
#

We support coloured lighting in HLBSP

solid isle
#

because . L I T

ancient depot
#

It's just QBSP & BSP2 that doesn't support coloured lighting because yeah, .lit files

lament ore
#

Dusk confirmed not lit

solid isle
#

fuck, at this point I might as well just switch to HL

gritty forge
#

I mean do it

solid isle
#

it's apparently got the most functionality in JACK

gritty forge
#

you just need to grab the half-life compilers really

solid isle
#

I got them

lament ore
#

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

gritty forge
#

I use the ones from sven coop

solid isle
#

I think I already have ZHLT from a long time ago as my compiler

lament ore
#

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

gritty forge
#

well I really just switched to it after the normal half-life sdk one didn't work for me

lament ore
#

yeah I honestly wouldn't use anything from the HL1 SDK

#

Valve hasn't touched any of that since, well, before HL2

honest stag
#

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

gritty forge
#

Yeah cus it's bsp compiler doesn't know what the fuck a non-C drive is

#

oh god

#

the blood coffin

lament ore
#

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

honest stag
#

oh man yeah what if it looked like the inside of the coffin is glowing

lament ore
#

yea

honest stag
#

i can actually do that 1 sec

long anchor
#

hey @honest stag is that your new map?

gritty forge
#

Give me those red lights Vriska

honest stag
#

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

lament ore
#

hol up lemme load this on my 100kbps internet

honest stag
#

shit it loaded twice

lament ore
#

I should really just get a Verizon unlimited plan and use a hotspot at this point

gritty forge
#

hell ye

lament ore
#

o ya that looks a lot better

honest stag
#

ey thanks for the help, i'll keep polishing it
...and then i'll actually make another room

lament ore
#

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

honest stag
#

ohhhh yeah that would be awesome

lament ore
#

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

honest stag
#

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

lament ore
#

like fake bloom

honest stag
#

are those even supported tho lol

lament ore
#

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

honest stag
#

so the scene was kind too dark to walk around in when i tried it, and i readded 2 candles

still raptor
#

i would be careful using too many candles

honest stag
#

i'll replace some textures

still raptor
#

theyre not good for performance

honest stag
#

yeah i know, but i dont really have a better option for moody lighting
i'll be careful tho

hollow laurel
#

ooh, looks cool

small gate
#

straight up improvement

honest stag
#

i'll refreain from posting small changes to not spam

small gate
#

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

gritty forge
#

are the candles just a normal light source?

honest stag
#

dusk prop that glows a nice light

#

prop_candle

gritty forge
#

oh okey

honest stag
#

(euler has to be at 0 90 0 for them to stand right)

sterile junco
#

i completely forgot about the entity list

#

for dusk

gritty forge
#

I guess those are dynamic lights

sterile junco
#

i was looking through the trenchbroom entitys and being like "theres gotta be more"

honest stag
#

yep

#

can move them around and shit

lament ore
#

yeah that looks great @honest stag

honest stag
#

ey thanks

lament ore
#

@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

honest stag
#

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

gritty forge
#

Understandable

balmy thorn
#

Can someone walk me through how to teleport in enemies?

#

I'm used to an actual monster maker entity

gritty forge
#

I don't think we have an entity for that right now

#

so you would have to use a teleporter

balmy thorn
#

That's what I mean

#

How do I set that up 😛

honest stag
#

i really like adding secrets lol, and i KNOW players would jump into the coffin

#

just need a way back now

gritty forge
#

Bounce pad

honest stag
#

nah just a ladder

gritty forge
#

@balmy thorn trigger_teleport ?? maybe

honest stag
#

shit, you can hear the hallowed health making noise :(

balmy thorn
#

😑

gritty forge
#

then have it point to a teleport_destination

honest stag
#

dumptruck has a great tutorial on how to do that, but will that work when moving to dusk?

lament ore
#

there's no trigger_teleport in the entities.txt but there is a object_teleporter

gritty forge
#

then you have like a button or something point to the trigger_releport

lament ore
#

not sure if it was just left out or if object_teleporter is the intended use

gritty forge
#

don't know

honest stag
#

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

gritty forge
#

I have trigger_teleport in my entities.txt

lament ore
#

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

balmy thorn
#

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.

lament ore
#

yeah, probably a good idea

#

Save your magnum opus for when the sdk is fully out lol

honest stag
#

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

lament ore
#

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

honest stag
#

aw yeah

lament ore
#

Going for that classic Romero U-shape for my first map

gritty forge
#

think you can just have a button activate the teleport trigger

honest stag
#

i tried but it was just permanently active

#

dunno

#

maybe i just did it wrong

lament ore
#

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

ancient depot
#

It will

#

The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc

lament ore
#

kewl

#

can't wait for game_text to be implemented so I can have EXPOSITION in my maps

honest stag
#

same
i might even update my older shitty maps with it

ancient depot
#

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

lament ore
#

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

ancient depot
#

that sounds like you're missing a palette

lament ore
#

possibly although palette.lmp is in there where it should be

honest stag
#

MrMuffinz uses JACK

spiral nexus
#

@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

lament ore
#

I could've SWORN they were working fine earlier though....

spiral nexus
#

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

lament ore
#

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

spiral nexus
#

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

lament ore
#

I'm aware yeah

#

WAD3 is the Half-Life WAD format

#

(and Quake 2 I think)

spiral nexus
#

Also remember to package your WAD with the BSP in JACK @lament ore

#

Otherwise textures won't show up

clear beacon
#

has arcane dimensions been ported yet

fringe nymph
#

you dont port it you just launch it

fluid nimbus
#

arcane dimension maps still don't load properly iirc

#

well they do, they just take forever

honest stag
#

i have something awesome planned for this room and the green thing. god it's gonna be cool (even tho dusk did it already)

gritty forge
#

The BALL

#

is this where the save files are placed

honest stag
#

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

gritty forge
#

I like it except the yellow black striped texture

honest stag
#

yeah that should go probably

gritty forge
#

Doesn't seem to fit

#

It's like there is a work in progress in a cult church?

#

Who did they hire?

honest stag
#

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

#

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

gritty forge
#

Looks cool dude

honest stag
#

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

gritty forge
#

the gravity flipping level is a hack anyway

graceful hinge
#

so many leaks ;w;

gritty forge
#

Seal ur map dance

honest stag
#

...uhhh i dont see any
Am i blind

graceful hinge
#

No i mean mine

#

lol

#

im a leaky boi

honest stag
#

Ohhhh sorry lol

hollow laurel
#

comes home, tries to map a bit, cat is cuddly and gets in the way

gritty forge
#

relatable

#

you can't say no to the catto

hollow laurel
#

nope

gritty forge
#

i am petting mine right now

hollow laurel
#

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)

hollow laurel
#

(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 )

gritty forge
#

He'a being paid off by quake_txt to delete all your Dusk maps

hollow laurel
#

nooooo

crude cedar
#

make backups then

#

if he is trying to destroy your shit

honest stag
#

Trenchbroom autosaving saved my ass a number of times btw, love it

hollow laurel
#

(and he's not going to do something that can't be solved with ctrl+z :p )

long anchor
#

i offically say that ctrl+z is the most powerful shortcut

#

fight me

iron needle
#

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

crude cedar
#

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

iron needle
#

patch notes

civic sentinel
#

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 😁

iron needle
#

@ancient depot

ancient depot
#

IQM

hollow laurel
#

aaah, patch

crude cedar
#

kinda dark

hollow laurel
#

well, haven't lit it yet, since borked

#

apart from a few scant lights so it's not completely black everywhere

civic sentinel
#

@ancient depot thanks!

ancient depot
#

np

long anchor
#

oh

#

patch came out

#

let's see

#

Removed monster_herobrine

#

ok wtf

hollow laurel
#

hahaha

long anchor
graceful hinge
#

oh no all my props lmaooo

long anchor
#

ok i like this patch

iron needle
#

oh

#

yeeeeah

#

sorry lol

long anchor
#

as i said, it brought laughs

hollow laurel
#

wherelampslie.bsp

graceful hinge
#

at least now i have a sideways barrel stack

long anchor
#

sorry lol
that's ok

#

you literally fixed a bug lol

iron needle
#

hopefully they should all just be correct now

hollow laurel
#

also, yay for Doors and buttons now support messages., now i get my messages from buttons and stuff again

graceful hinge
#

so im guessing getting rid of our euler tweaks will fix the existing issues

long anchor
#

i still gonna use euler to rotate objects

#

mortar blasts still don't affect func_breakables tho

#

also welder explosions

graceful hinge
#

shootable button working, no message without direct push tho

long anchor
#

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?

graceful hinge
#

oh? ill give it a squiz

iron needle
#

not in Quake no

#

they do messages with just normal triggers

#

trigger_once and trigger_multiple

long anchor
#

ah yes

#

i used trigger_once to make custom messages appear

iron needle
#

You sure messages don't work when you shoot them?

hollow laurel
#

a button i have to open a secret only gave message when used, not shot

iron needle
#

huh odd

#

will look into it

long anchor
#

so you can make shootable button trigger something and trigger the message, right?

#

wait

#

so message have to appear when you shoot it?

hollow laurel
#

well, they should if set

long anchor
#

i see

iron needle
#

so you can make shootable button trigger something and trigger the message, right? in theory that should work

fast ridge
#

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

crude cedar
#

that's because quake is dumb

#

and has no interact button

fast ridge
#

Old game is bad game

crude cedar
#

ye

toxic forge
#

it has message key

iron needle
#

@fast ridge which ones?

fast ridge
#

The SSG, Nailgun, and the armor area near the start of the level

iron needle
#

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?

fast ridge
#

Just updated it a bit ago yeah

#

I'll give it another try if it doesn't work I'll let you know

iron needle
#

yeah I just tried it in the project and they work for me

fast ridge
#

Might try repacking the files see if it works

iron needle
#

checking the build

#

yup works for me in build too

#

wait

#

what weapon are you using?

fast ridge
#

I tried everything actually

#

started with shotgun

iron needle
#

weird

fast ridge
#

Some buttons work some don't

iron needle
#

anyone else have the same issue?

fast ridge
#

oh

#

I repacked my files earlier

#

Seems to have fixed the SSG

long anchor
#

i have other

#

issues

iron needle
#

?

long anchor
#

1 sec

#
  1. for some reason these 2 soldier bois are startled right from the beginning, that didn't happen earlier
fast ridge
#

Everything seems to be working for the most part

long anchor
#

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

iron needle
#

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?

long anchor
#

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

mortal narwhal
#

dude that map is looking really good btw

long anchor
#

thanks

mortal narwhal
#

I'm also having the same issue

long anchor
#

with enemies seeing you with their backs?

small gate
#

that a fucking blood joke @long anchor ?

#

lol

long anchor
#

blood joke?

hollow laurel
#

hmm, guess the angles prop for say func_door from goldsrc doesn't work yet?

small gate
#

beer books

mortal narwhal
#

well, the enemies facing 90 degrees from where they are in the editor

rapid crown
#

What fgd are using for entities @long anchor

ancient depot
#

@hollow laurel it should be angle, not angles

mortal narwhal
#

but euler rotation werks

rapid crown
#

The one someone posted earlier?

long anchor
#

yep

rapid crown
#

Map looks great dude

ancient depot
#

Unless goldsrc supports doors that go in any direction

long anchor
#

@lament ore made his custom fgd

ancient depot
#

in which case we can add that

hollow laurel
#

well, there's that in hlbsp for pitch/yaw/roll in goldsrc

long anchor
#

@mortal narwhal but for me they are placed just like before patch!

#

yet they notice me...

mortal narwhal
#

wth, maybe try on a new test map?

long anchor
#

i'll try

ancient depot
#

Doesn't look like GoldSrc has an "angles" property for doors

#

Just "angle"

hollow laurel
#

hm, i can find it on twhl's wiki for goldsrc.... i'll have to see if i still have worldcraft lying around somewhere

graceful hinge
#

ok all remedied

#

note, the prop_barrel_wood appears to not be lighting properly

#

when sideways*

#

works when normal way up

hollow laurel
#

(also, doesn't conflict with whatever i was doing, just that doors weren't moving as they should)

iron needle
#

@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

long anchor
#

as i said, their angle is still the same on the map

mortal narwhal
long anchor
#

god we really need notarget cheat

graceful hinge
#

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

iron needle
#

@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

ancient depot
#

Yeah that's an emission texture bug

#

we keep forgetting to fix that lol

graceful hinge
#

im playing around with the ones without it that ive found at least :p

toxic forge
#

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

long anchor
#

@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

iron needle
#

Hmm

ancient depot
#

So TrenchBroom supports an angles key for rotation?

#

We can alias that to euler

iron needle
#

We'll need to fix it so that they show their proper rotation in TB

mortal narwhal
#

Should I adjust the enemies' angles now, or wait for a fix?

ancient depot
#

Your choice, really

#

Depends if you want to spend the time going through and removing the values after it's fixed

mortal narwhal
#

ah, I see

toxic forge
#

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.

iron needle
#

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

mortal narwhal
#

do they aggro through walls?

#

if they hear you?

#

nvm just answered my own question

ancient depot
#

I see, thanks for the info @toxic forge

long anchor
#

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

gritty forge
#

angels is for the rotation of the object angle is the direction doors move and stuff

iron needle
#

@long anchor streetlight thing is new with this patch right?

gritty forge
#

actually that might not be true

long anchor
#

you mean object itself?

hollow laurel
#

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

iron needle
#

@long anchor the rotation weirdness

long anchor
#

yeah, this patch

iron needle
#

Hmm ok

gritty forge
#

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

ancient depot
#

Yeah, we have angles as euler currently, just needs an alias which is no biggie

long anchor
#

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? BIGJOHN

hollow laurel
#

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)

gritty forge
#

why not just have it as angels

long anchor
#

my level begins stealthy, like, you jump over the fence and no one sees you

toxic forge
#

@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

ancient depot
#

Interesting, thanks again

#

That'll be useful later

toxic forge
#

also same thing applies to mangle

ancient depot
#

I assume mangle is a single number and not a vector

toxic forge
#

vector

ancient depot
#

Wonder why mangle was picked instead of mangles then, since it'd be more consistent

#

But oh well

toxic forge
#

but you have to deliberately type it in monster entity keys, to have it available, cause it's mostly used by lights

gritty forge
#

because angles wasn't in the original build

#

the original only has angle

ancient depot
#

Ah, right, mangle isn't new like angles

#

brain fart

gritty forge
#

also zombie I have 2 videos of bugs

long anchor
#

hallowed health doesn't emit any sounds for some reason

ancient depot
#

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

long anchor
#

quick question

#

will enemies see you through transparent textures?

ancient depot
#

yes

long anchor
#

how about shooting through?

ancient depot
#

I believe that's handled through a spawn flag or a property, I forget

gritty forge
ancient depot
#

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

long anchor
#

^

gritty forge
#

Yeah prolly

ancient depot
#

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

crude cedar
#

video too large

ancient depot
#

Enemies might warp to a lower platform when the navmesh correction messes up

crude cedar
#

for embed

gritty forge
#

oh okey

#

also plz remove collision on water

ancient depot
#

soon™️, there's no support for quake-style water for similar reasons there's no transparency support yet

toxic forge
#

btw player has height of 56 units, should help in achieving proper scale

graceful hinge
#

dusk has taught me quake dude is a manlet

rapid crown
#

Ranger is 56u, think Duskdude is taller?

ancient depot
#

I believe David messed around with having a Quake-accurate scale earlier but it didn't feel right with Dusk's movement

graceful hinge
#

like absolute 5 footer

iron needle
#

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

ancient depot
#

Ah, right

iron needle
#

And also that HL seems to have a different scale so you'd end up tiny in HL maps lol

graceful hinge
#

honey i hunt down the freeman

scarlet fjord
#

duskdude tries it!: Hunting down the freeman

crude cedar
#

dies

iron needle
#

Funnily enough I think Dusk scale feels more correct in Quake levels than actual Quake scale

rapid crown
#

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

long anchor
#

duskdude tries it!: Hunting down the freeman
you fucked up my face!

ancient depot
#

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

rapid crown
#

Okay no worries, thanks @ancient depot

long anchor
#

lol, cursed idea

#

let's make hunt down the duskdude

small gate
#

YOU FUCKED UP MY FACE

long anchor
#

i.. i can explain...

spiral nexus
#

My fellow Americans

crude cedar
#

dusk prequel

#

where you play as jakob and do the thing

small gate
#

wish there was a gnome emoji

crude cedar
#

we could make that

long anchor
#

^

sour hollow
#

hmm new Dusk update

long anchor
#

i've got an idea for snowy plains

#

make it serious sam-ish

spiral nexus
#

Star Wars prequels in Dusk

hollow laurel
#

looks like func_door_secret uses the standard func_door flags

spiral nexus
#

Big John has the high ground

long anchor
#

place health potions that triggers teleports and now it's flooded with hundreds of enemies

sour hollow
#

Serious Sam in DUSK.

long anchor
#

hunt down the serious duskdude: the prequel: the game

sour hollow
#

lmao

small gate
#

would dusk enemies work on a larger scale like the good ssam encounters?

long anchor
#

maybe

#

we have a bunch of tanky melee enemies

small gate
#

eh, as long as you dont make things too open, maybe twice as big as E3M9 per arena

long anchor
#

i guess we can't make proper dusk buttons rn, eh?

civic sentinel
#

With the iqm models I’m having trouble keeping the animations working any thoughts?

iron needle
#

@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

long anchor
#

ok

#

yeah i already made custom buttons

ancient depot
#

@civic sentinel Are you using the official Blender exporter?

iron needle
#

well, all functionality except Duke3d codes but nobody liked those anyway lol

civic sentinel
#

@ancient depot I wasn’t I didn’t know you could export it as .iqm on blender, I was using noesis

ancient depot
#

Ah

#

Yeah Noesis doesn't preserve animations properly when exporting IQM

fringe nymph
#

what dn3d codes

civic sentinel
#

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?

still raptor
#

You'll have to download the iqm plugin

iron needle
#

@fringe nymph the ones in Dusk where you have to guess the combination

fringe nymph
#

oh the poozles battons

long anchor
#

never liked them

#

😦

civic sentinel
#

Thanks I will do that

long anchor
#

i feel like both yes and no

fringe nymph
#

its quite over the top

onyx marten
#

looks more like a lamp than a button

long anchor
#

^

#

screw buttons then

#

i'll wait until dusk buttons appear

small gate
#

can't you just make it.... less intense?

long anchor
#

nope

small gate
#

well shit

modest imp
#

Custom sprite time? :v

gritty forge
#

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!"

long anchor
#

it kinda blends with the beam so you can miss it

#

so nah

modest imp
#

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.

long anchor
#

hmm

#

that kinda inspired me with classic idea

#

place a coin near the button lol

modest imp
#

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.

long anchor
#

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

modest imp
#

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

long anchor
#

or place some stuff

#

like a coin, as i said or ammo

modest imp
#

Lighting up the sign could work, too. Like how highway signs are brightly lit.

long anchor
#

^

modest imp
#

If it works, I guess. :P

crude cedar
#

I would say if the button is right next to the door then it's not hard to miss

modest imp
#

I dunno, the level is pretty dark. It'd be easy for it to blend in with its surroundings.

long anchor
#

but i missed it lol

fringe nymph
#

light the gate

#

it will standout

crude cedar
#

but you made the level

#

??

long anchor
#

yep

spiral nexus
#

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?

sharp trail
#

can someone send me a zipped version of their SDK folder. For some reason i can't get any quake 1 maps running

long anchor
#

@ancient depot also as you can see the forklift's still feels bad on 0 0 0

crude cedar
#

nice lookin

long anchor
#

@sharp trail why tho? what kind of error appears?

#

thanks

#

@spiral nexus you can make meme mod using hl2 textures

spiral nexus
long anchor
#

delete it fast

#

it's that cursed

thorn nova
#

why is it so cursed?

crude cedar
#

I've already stored it in my secret vault

fluid nimbus
#

35mb patch for dusk

#

what is it 🤔

sharp trail
#

i did everything that i was supposed to do acording to the pinned messages

spiral nexus
#

@thorn nova if you played anything that runs Source you have seen that tile texture millions of times

thorn nova
#

Right

fringe nymph
#

how your maps arent running

fluid nimbus
#

if you did everything as the pin says then try to repair the game

hollow laurel
#

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)

long anchor
#

@sharp trail maps aren't running, or there are no textures, or...?

fringe nymph
#

it should be fine as long its supported bsp format

balmy thorn
#

Gasp! Just playtested my map and it looks like the recent patch fixed object rotations 😛

sharp trail
#

i can't choose the maps in the dusk sdk

balmy thorn
#

What do you mean?

pearl fox
balmy thorn
#

@sharp trail Under "Custom levels" ?

fringe nymph
#

either you have mod folders unchecked or maps are in wrong directory

balmy thorn
#

Did you compile the bsp in the right folder?

fringe nymph
#

or you just launched vanilla.

balmy thorn
#

^

fringe nymph
#

check modding tab in main menu

iron needle
#

@long anchor random idea: you could make the button texture one of the Dusk button textures

fringe nymph
#

and check the files directory

iron needle
#

Those should be exposed in the textures folder like all the other ones

sharp trail
#

@balmy thorn yes

iron needle
#

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

sturdy tide
#

aka, paste candles everywhere

crude cedar
#

use gold coins to light stuff

sharp trail
#

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

modest imp
#

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.

pearl fox
#

I can confirm the weird alert behaviour that was reported btw. Both enemies are aggro'd on Quake E1M2 post-patch

balmy thorn
#

Hard to tell without knowing anything about your setup @sharp trail

#

Can you describe the compiler you use, the settings, folder structure etc

fringe nymph
#

map should run even without palette.lmp

balmy thorn
#

Did you activate your mod in the main menu?

iron needle
#

@pearl fox yup it has to do with the rotation fixes

#

Hopefully we can fix the fixes lol

fringe nymph
#

isnt like enemy fire waking up unalerted monsters?

iron needle
#

I don't think so

gritty forge
#

fix the fixes of the fixes

#

An endless cycle nobody can escape

iron needle
#

Indeed

gritty forge
#

this is so sad can we get 100 soaps?

hollow laurel
#

It is the 41st millenium, sat immobile on the golden desk chair, David, the god dev of DUSK, releases updates for the SDK

crude cedar
#

I never really noticed before, but the way that the hunting rifle sends enemies' corpses flying is satisfying as hell

gritty forge
#

Oow

iron needle
#

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.

fluid nimbus
#

what was the last update anyway?

still raptor
#

Well it's an alpha for a reason

fringe nymph
#

thats weird after update one enemy is instantly aware of player (and by shooting at the player it alerts the other enemies)

still raptor
#

Tbh though I think it's more fun this way

hollow laurel
#

inb4 new worldspawn flag

iron needle
#

@fluid nimbus check patch notes on steam SDK forum. An assortment of stuff

fluid nimbus
#

kk thanks

long anchor
#

@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

crude cedar
#

darn

sharp trail
#

@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

modest imp
#

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.

long anchor
#

i hope we would be able to trigger explosions

#

so we can make like, setpieces?

still raptor
#

Definitely will be doable

long anchor
#

neat

fringe nymph
#

schüt the crack in the wall, the whole thing blows up

long anchor
#

^

#

or make background building explode

balmy thorn
#

@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
😉

long anchor
#

iirc there's no "trigger_explosion" or something like this

balmy thorn
#

There is in HL

long anchor
#

really?

balmy thorn
#

Yeah.

long anchor
#

i didn't know lol

#

i thought there is none

balmy thorn
#

Hehe. I mapped for HL1 for several years back in the day, so I'm 100% sure.

long anchor
#

ok, i trust you

#

hm

#

about exploding buildings

balmy thorn
#

I can't confirm if it'll be added to Dusk though, obviously

long anchor
#

uhm

balmy thorn
#

but I would think so, especially considering how active Zombie is with the community

long anchor
#

they're supposed to be in different order

balmy thorn
#

Did you trigger it?

long anchor
#

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

balmy thorn
#

Yup, just how it was done in HL1 😉

long anchor
#

i wish there were half-life fgd for TB

#

i really don't want to get back to hammer or jack for hl mapping

modest imp
#

In JACK's defense, it's way more stable than Hammer is.

small gate
#

that's not a high bar at all

mortal narwhal
#

hammer btfo

pearl fox
#

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 tothetop

balmy thorn
#

I second that.

vivid blaze
#

thirded

hollow laurel
#

fourthed

gritty forge
#

AWAWAWA BIG JOHN!!

#

COME ON KILL ME!!

long anchor
#

fifthed?

gritty forge
#

sixthed

civic sentinel
#

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

vivid blaze
#

what version of blender do you have now?

civic sentinel
#

2.81

vivid blaze
#

huh

#

must be something with the plugin

civic sentinel
#

all the plugins are outdated i think

#

the latest one is from 2014

pearl fox
#

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.

civic sentinel
#

ah success i found a newer one

#

A lot of my sounds are messed up in sdk

pearl fox
#

Ah, so it does seem to be a thing. You're talking about vanilla sounds as well, right?

long anchor
#

yeah, there's an issues with sounds. devs are investigating.

spiral nexus
#

Do HL1's .mdl files work in the SDK as of right now?

#

or one can only use Quake models for now?

gritty forge
#

we don't have any custom models right now but I think they were gonna support .iqm

spiral nexus
#

oh right I forgot models aren't a thing at all currently, sorry

turbid glade
#

How do I make the textures loads in custom levels? lol

iron needle
#

fixed enemy rotation. Will hotfix tonight

solid isle
#

yoooo

vivid blaze
#

@turbid glade put the palette file in your mod's directory

turbid glade
#

Thx

mortal narwhal
#

NICE

unique ocean
#

Are teleporters not able to be used in a trigger yet?

iron needle
#

They are. Trigger teleporters only teleport the player atm, whereas teleporter objects will teleport anything as in the base game

unique ocean
#

Ah I see.

#

I managed to fix my teleporters

ivory otter
#

Okay so I just finished Dusk a few moments ago. How do I start making mods? duskthink

astral mural
#

Well, first thing's first, you need the SDK beta branch. Do you know how to access the beta branches on Steam?

ivory otter
#

Yeah, you use the key right?

astral mural
#

Yep! The pins should have most of the info you need

ivory otter
#

Cool! Thanks!

astral mural
#

Np!

mortal narwhal
#

Would anyone want to test my map?

balmy thorn
#

@mortal narwhal I would 😉

mortal narwhal
balmy thorn
#

Hehe

#

Gonna load it up now!

mortal narwhal
#

nice

#

any criticisms would be appreciated

#

Oh I should note, no keys or anything work. It's just a slaughterhouse as of now