#dusk-modding

1 messages Β· Page 28 of 1

balmy thorn
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Sure thing πŸ‘

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I liked it. Once you've added more details/objects and keycards in there, and more enemies and strategically placed jump pads it'll be a lot of fun I think. My only "criticism" is that I didn't really get a sense of what the area was supposed to be, it felt industrial but then I came across the chapel and it felt somewhat jarring. But maybe you are going for a more abstract level design?

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Again, that's not really a bad thing, and probably subjective on my end.

mortal narwhal
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ah i see, yeah the theming is not really cohesive

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So in the arenas should I add more enemies?

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or more enemies in general?

balmy thorn
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In general I think. I play Dusk on Cero Miedo though so it depends on the general pacing and difficulty you want for your map.

mortal narwhal
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perfect, I play the same difficulty.
did you ever run out of ammo btw?

balmy thorn
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I really liked the piped area with the rat pit. Cool design.

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Hmm, yes for the shotgun, but I missed the machinegun at first.

mortal narwhal
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thanks, I think I'll add a jump pad

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oooh

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okay

balmy thorn
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The soldiers to the left drew my attention in the opposite direction.

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But it's really my fault that I didn't turn around again, so it's on me really if you want an open ended level.

onyx marten
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yeah i liked it too, design wise i liked it although it was kinda incohesive. i think i only would criticise a lack of direction

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and i didnt find a way to get to the room with all the cultists so i noclipped up there

mortal narwhal
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the garage doors lol

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I should use a different texture for openable doors

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and fences

balmy thorn
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Yeah, I clicked a fence door randomly.

mortal narwhal
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but yeah thank you both for the crits, will make changes accordingly :)

onyx marten
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np, it's definetely leaps and bounds above everything ive accomplished so far .D

half dust
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Is shooting buttons through walls with the crossbow possible right now?

mortal narwhal
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lol thx

balmy thorn
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No problem, just ask and I'll playtest your next version! πŸ™‚

mortal narwhal
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will do!

balmy jetty
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@honest stag is there an end to The Church

gritty forge
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an IMPatience style mod where we get to play as Jakob might be cool, or placing enemies and having duskdudes in a tower defense style mod, just pitching ideas

balmy jetty
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i want to play as big john, with more vocal samples

mortal narwhal
onyx marten
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is creating a skybox the same process as in dumptruck_ds' video on that topic? because he uses .tga files for it and i only found .pngs in dusk

mortal narwhal
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@ancient depot What spawnflag is used for red key doors?

hallow fern
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You set a "key" value, 1 for red, 2 for blue, 3 for yellow

royal spear
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Is there a way to not make the weapons stop the firing sound that's playing when they fire again?

mortal narwhal
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htanks

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yeah typo

hallow fern
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Np, happy to help out

honest stag
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@balmy jetty yes there should be? I updated the map but if it didnt actually update i'm going to scream
The end is a hole in the freezer

ebon jetty
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@iron needle thank you for removing herobrine i was honestly worried yesterday when i tried renaming a monster to implement him in my map and trenchbroom crashed

iron needle
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lol

gritty forge
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I imagine Big John with Lo Wang's face. And I call him Jib Hong.

tight fractal
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david is herobrine tbh

cobalt atlas
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you know what

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when someone mods in a bfg

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it's going to be peak mods

fringe nymph
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what

torpid agate
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Music captured from another browser

hard pollen
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Cool, now add some func_breakable.

lament ore
ebon jetty
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@iron needle also forgot to say ty for the quake e1m1 posts genuinely fantastic read

graceful hinge
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word

lament ore
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@iron needle @ancient depot yeah it looks like setting light on worldspawn is broken. I'm using ericw's tools instead of zhlt and not running light and it's not working unfortunately

solid isle
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oh man I guess we're getting Doom 1 and Doom 2

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just wish there was a faster way other than remaking the damn thing

fierce lava
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Theres gotta already be ports for Quake or Half Life hopefully

solid isle
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Weird that seemingly no one has attempted to port the entirety of Episode 1 to Quake

fierce lava
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Oh

solid isle
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or, at least got very far

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There's of course AD's E1M1, and some deathmatch maps

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but that's it

fierce lava
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Apparently you can export Doom maps to obj files in GZDoom Builder

solid isle
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yeah, someone in another discord last night converted the first episode into obj for me

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but there's no way to turn that into brushes

fierce lava
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Yeah thats true

solid isle
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and I don't know if it could work when custom model support is added

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actually it probably wouldnt, or would require enough edits that you might as well just remake the damn thing anyway

lament ore
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60fps in Dusk SDK inside a VM on a MacBook Pro 2015 with an integrated gpu

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ayyyy

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but the mouse doesn't work

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ruh roh

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I'm playing with the arrow keys to look around like GOD INTENDED

cobalt atlas
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why are you hurting yourself

gritty forge
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no

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Use pgup and pgdown

mortal narwhal
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no

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use numpad

gritty forge
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Then use ctrl to fire, . And , to strafe, and space to interact

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/ to jump

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that’s how god intended

mortal narwhal
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F8 to jump like a chad

lament ore
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god bless half-life for normalizing a sensible control layout

lament ore
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@cobalt atlas because I have a job where I do nothing all night so I might as well make Dusk maps but my laptop is a Mac so I will do what I must

cobalt atlas
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wow, props

lament ore
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@ Dave publish me making a Half-Life inspired new blood game for the express purpose of spiting Civvie's hatred of Half-Life

cobalt atlas
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civvie is just going to come back with a quake megawad with dusk assets

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you best step up your game

lament ore
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I'll just put a big sign in the game saying only "HALF-LIFE > QUAKE"

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he'll die of an aneurysm

cobalt atlas
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lol

alpine depot
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civvie hates half-life? lol

tight fractal
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i dont recall civvie saying that

fringe nymph
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he said that half-life killed the shooters

solid isle
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He also said halo killed the shooters

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so idk

fringe nymph
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bear in mind hl is really high on his fps tier list

cobalt atlas
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it is

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I think he might mean the shitty cover mechanics and shit of later shooters trying to copy HL

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I dunno

alpine depot
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yeah that's probably it

fierce lava
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Civvie said Mario 64 is a bad platformer so I can never forgive him

cobalt atlas
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I kinda wish I was any good at 64

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that was a good one

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but fuck that controller

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fuck it straight to hell

fringe nymph
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i mean if you have at least half of a brain cell you ll recognize what he meant with that image of HL throwing other games into train

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that goes you know where

cobalt atlas
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train? sorry?

lament ore
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I mean in a way it's just like Final Fantasy 7

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FF7 kicked off two decades of God awful JRPGs trying to emulate FF7

cobalt atlas
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oh I see

lament ore
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but I wouldn't really blame FF7 itself for that

tight fractal
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n64 is an overrated console that aged like milk

cobalt atlas
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several people are typing

fierce lava
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We are no longer friends Reimu

cobalt atlas
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no but I agree

lament ore
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in the same way I wouldn't blame Half-Life nor Halo for modern "cinematic" hallway shooters

cobalt atlas
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in some ways

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don't kill me pls

lament ore
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Mario 64 is still the best 3D Mario @ me if you must

cobalt atlas
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that controller is godawful

tight fractal
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thats fine i didnt even know you were in the server till today

cobalt atlas
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LOL

tight fractal
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and ill prolly forget about you tomorrow

cobalt atlas
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rip

honest stag
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oof

fierce lava
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blokt

tight fractal
cobalt atlas
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listen

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memory card storage

fringe nymph
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you can kill me tho

cobalt atlas
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sucks

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gimme a hard drive anyday

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also

lament ore
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oh yeah no the N64 controller is awful there's no arguing against that. but there's a reason a good number of N64 games are still well beloved today

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this does not include Ocarina of Time, fuck OoT

cobalt atlas
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That's more the talent behind the games

half vessel
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i remember i had a ripoff of descent

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on the n64

lament ore
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Ocarina of Time in terms of mood and aesthetics and ambience and such is great but GOD is it a chore to play

tight fractal
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tbf the n64 gave us the best doom

cobalt atlas
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yes

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it did outside of full 3d engines

lament ore
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Doom 64 is the real Doom 3

cobalt atlas
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I like doom 3 because it's fun go away

tight fractal
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doom 3 is fuckin awesome just not a good doom game

cobalt atlas
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yes

fringe nymph
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i never could get into d64

cobalt atlas
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that is true

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D64 is

lament ore
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Doom 3 can suck my save data location

cobalt atlas
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well it's moodier doom 2

fringe nymph
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its dull for me

tight fractal
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d64 is what d2 shoulve been

cobalt atlas
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some crazy engine stuff they pulled off

fringe nymph
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i moody games

cobalt atlas
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d2 is okay

fringe nymph
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and i find d64 meh

cobalt atlas
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I like it

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but those levels man

lament ore
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Doom 2 level design sucks ass

fringe nymph
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maybe because its really cheesy in sound design

cobalt atlas
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god by the time I get to like 20 I'm fucking dying

lament ore
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I'm 23 just kill me now

fringe nymph
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and visually

tight fractal
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what you dont like BABYCRYINGTRACK1.ogg

fringe nymph
tight fractal
cobalt atlas
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that was an interesting choice

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Did midway also take out reznor's music in their Quake port?

fringe nymph
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ye dat cheese

tight fractal
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was quake64 any good?

cobalt atlas
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as far as I can tell it was stripped down Quake for PC

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some levels had less detail and whatever and overall there were less I'm told?

viscid sinew
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Yea it's just a port, nothing special

iron needle
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Doom 64 is fantastic

fringe nymph
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no, it was entire game made from the scratch

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technically wise

cobalt atlas
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D64 is pretty good but I kinda get

fringe nymph
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cuz its still used same maps and art

lament ore
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hey @iron needle while you're here, do you have any words of wisdom for designing enemy encounters in Dusk?

cobalt atlas
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I dunno the levels kinda blend together

pine nymph
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I have played the first level of quake 64 on a dance pad

iron needle
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@lament ore hmmm a bit of a broad question, can you be more specific? It depends a lot on the level

cobalt atlas
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how the fuck

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hold on let func speak

viscid sinew
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Quake 64 also has coloured lighting

honest stag
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"wait" property on -1 does what exactly? open-and-stay?

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for doors

iron needle
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@honest stag it doesn't do anything for doors YET, but eventually yes that. For buttons it means they can't be repressed.

honest stag
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ah alright thank you

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also "shootable doors and triggers"?
like what, you shoot a door and it opens? how do i make it that way?

cobalt atlas
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hold on is dusk C like Quake C?

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Use those resources

small gate
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Did anything Dusk C even get leaked yet

cobalt atlas
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@lament ore I'd say david built them much like doom encounters
He has a lot of ambushes and stuff sometimes around a powerup sometimes not
escher labs in E2 is a good example with the superhot serum
The little ruins area in that level before the murder machine where wendigos attack you is also a good example
sometimes he dumps you into a area with a bunch of stronger stuff like the sky lab's cowgirls popping up

fringe nymph
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remember fortress of mystery from doom

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thats totally dusk stuff

winged wolf
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I swear I spend more time trying to get rid of seams on textures on weird geometry than I do building the rest of my map lmao

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I weirdly enjoy it

fierce lava
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It soothes the OCD side of the brain

winged wolf
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absolutely

lament ore
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good news lads, mouse works in dusk inside VM as long as I turn coherence mode off

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we are IN BUSINESS

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@iron needle sorry had to get ready for work lmao. I guess I mean what's your thought process when you think "okay I need an enemy encounter in this part of the map". How do you plan out the space? How do you decide what enemies to use? What other considerations go into it?

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I know more than likely it's an iterative "do what works" kind of process but any insight you can give would be valuable for anyone interested in making dusk maps I'm sure

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@winged wolf that's why I go for the Valve approach of using dev textures until I've more or less finalized what I want the map's gameplay to be like lol

iron needle
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Usually space comes first for me, then enemy placement. As far as deciding everything else I mean... I'm not really sure to be honest lol. It's just sort of "what would be a fun fight to have in this space"

lapis hare
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david just became my spirit animal

honest stag
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i probably should follow what you guys do and layout the entire map first, and then do texture/entity placement work
it's taking a lot of time to make a full room and then i just sit and think "uhhhh so what's next" and feel sad about having to make a room from scratch

lament ore
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what did you notice tended to be fun vs not fun when it comes to dusk encounters?

iron needle
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@honest stag I actually didn't do the whole map first necessarily. Sometimes I finished a room with placements and everything before moving on to the next one. Just depended on how ideas were going

fringe nymph
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i do not recall anything not fun in dusk besides e3m8 and e3ms

honest stag
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hm alright, i guess everything works

lament ore
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@honest stag like most creative things it's definitely a "do what works for you" kind of thing lol

thorn nova
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This jerma death replacer I'm doing is gonna be funny

iron needle
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@lament ore Either having geometry that would allow for interesting movement or line of sight manipulation or having a lot of space for the player to move freely

lapis hare
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i do not recall anything not fun in dusk besides e3m8 and e3ms
you did NOT just diss my boy as above so below

lament ore
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Although I would generally recommend against going SUPER into details until you've got a general idea of most of the map

fringe nymph
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i just did

honest stag
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...lol that's exactly what i do every time

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i'm a dumbass

lapis hare
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racks .45

fringe nymph
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do et

lament ore
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it really sucks to go all out on detailing an area then be like "oh, this room doesn't really fit here" and have to either delete it or just say fuck it and keep it

iron needle
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But honestly I usually went for "what's an interesting space" first then did enemy placements after that

lament ore
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but again it's whatever works for you

lapis hare
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πŸ’₯

iron needle
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Not quite to the extent of Leon and Simon though, who literally finished entire levels then added enemies as the last pass lol

fringe nymph
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you missed

lapis hare
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no

fringe nymph
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i still feel the pain

iron needle
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Oh, that's the other thing, I tried to make good use of whatever space I made. I.e, have enemy placements that sort of "justified" it, if that makes sense. Enemies in interesting places, having spawns happen that would utilize a combat arena in reverse, etc

honest stag
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because i just sort of was making whatever felit nice and then i woke up at 3 in the night and thought "dude FLIPPED GRAVITY"

fluid plume
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dusk in a nutshell

because i just sort of was making whatever felit nice and then i woke up at 3 in the night and thought "dude FLIPPED GRAVITY"
@honest stag

lament ore
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@iron needle good tips thx bb. I can definitely see that ideology coming through in the main game

iron needle
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Like, one example is the subway tunnel bit in Brimstone Ghetto. Big fight DOWN the tunnel, then when you get to the end Horrors spawn behind you, which means you're now using the space you just came through in a different manner. They either force the player to juke them and start fighting back the way they came, or if the player is quick they go up the ladder and grab the powerups up there and come around the other side. Either way it's sort of "reverseing" the arena

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I thought a lot about like... what sort of player movement and behavior enemy placements would encourage. It didn't always pan out mind you

fluid plume
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bro i never noticed that but that's cool as hell David

iron needle
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Thanks!

fluid plume
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Like, yeah, thinking back on it, that's exactly right

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Question, in Head Cheese, is the three leathernecks spawning meant to force the player to immediately move around the darkened arena?

iron needle
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yup

fluid plume
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That's sick as hell

iron needle
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and they're super easy to juke on normal difficulty

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so they're really more like a "fake" intense moment

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get the player to panic and react instinctively

fluid plume
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I'm honestly studying Dusk level design and Andrew's music to make maps and music myself

honest stag
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people either play on accessible or cero miedo dont they

fluid plume
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I did 2 (technically 3) run throughs

iron needle
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Just please keep in mind that just because I did it in Dusk does NOT necessarily mean it's a good idea, because there are plenty of things I did with Dusk's level design that probably could have been better lol

fluid plume
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I can take it, Cero, and then duskmare (but it was difficult)

honest stag
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:O what

lament ore
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Yeah a couple days ago I was kinda trying to design Dusk levels from a Half-Life mindset since that's what I usually make maps for, but it just kinda wasn't really working

lapis hare
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bruh why would you unironically do a duskmare run

fluid plume
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Because the music meshed with Dusk and suspense so well

lament ore
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In Half-Life the combat is more about juking a weaving around cover to kinda "dance" around your enemies and out gun and out flank them

iron needle
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Yeah Andrew did an amazing job

lament ore
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but it's not so much about moving around the arena itself

iron needle
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@lament ore yeah Half-life is muuuuuch more line of sight focused

fluid plume
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That entire experience felt so awesome to play

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I will say, the scares in Dusk never felt cheap

iron needle
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There can be some line of sight play in Dusk also but it heavily depends on the level design

lament ore
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So I went back and watched Civvie's video and it definitely felt like Dusk was more orientated towards having semi-open spaces to allow movement around the arena with interesting lines of sight and such

iron needle
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Yeah I came to feel that the best combat moments were in more open areas

fluid plume
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so like good job David, Dusk made me feel like a complete badass in one level and then "the fall broke your flashlight"

iron needle
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@fluid plume thank you!

fluid plume
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Like it was so perfectly paced

honest stag
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is that going to be supported by the way
stripping the player from even sickles as well as no flashlight?

iron needle
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Mind you there are plenty of enclosed spaces in Dusk but it seemed like the best moments ended up being the ones where you were able to bounce around a lot and have a lot of places you could go during combat

lament ore
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ye

iron needle
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@honest stag likely once scripting is a thing

fluid plume
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Like the big bridge and mountains in EP1? I loved b-hopping around those

iron needle
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Or like E2M3

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The big outside encounter is maybe a bit too difficult in context but it's always really fun and plays out differently every time

fringe nymph
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oh that least liked by many but imo very solid level

iron needle
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but then some of the moments people remember most are ones that AREN'T big combat arenas so

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I guess it just depends lol

honest stag
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good filler

fluid plume
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Dusk had a lot of fair? enemy encounters that made it so fun to play

fringe nymph
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except for that vertical room with machine

iron needle
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Really I was never looking at it as like... planning out combat encounters or anything, it was more like make spaces that are cool and have stuff happen to the player that's engaging and interesting. And since it's an FPS of course the tools for that were mostly combat-related

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I do think it's possible to over-design things like combat if you get too wrapped up in like... designing it

honest stag
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only thing that's left is to learn to make a cool space lol

iron needle
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but then on the other side of things there are... ahem... certain games that will remain unnamed where it seems like there was little to no thought behind the enemy placement and every encounter feels the same

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So yeah I dunno if any of this is helpful but those are some musings I guess lol

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I'm not very useful when it comes to questions like "how did you do X" cause my answer is always a bunch of "I dunno I tried this and it seemed to work" etc

lament ore
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that was very good insight david thank u

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The unnamed game: Rise of the Triad 2013

honest stag
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yeah this was pretty damn nice to read

lament ore
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(jk)

iron needle
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@lament ore heh well that's not ENTIRELY inaccurate, but no it's not a game anyone at NB worked on

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oof man thinking about RoTT13 hitscanner placement though...

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that game has some ROUGH moments

ancient depot
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some?

iron needle
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ok nothing but rough moments lol

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but some of those rough moments are fun

honest stag
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(thank you for not having hitscan enemies btw)

iron needle
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others are... well... the prison block

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hitscanners are such a weird thing

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I was actually originally going to have them but early on Dave and I agreed not to

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They can result in really interesting combat but so often they can just be frustrating too

ancient depot
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the early mages were hitscanners right?

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I forget

iron needle
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yeah

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the VERY early ones

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when they were nothing like Dusk mages except in name

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the earliest enemy archetypes were very closely modeled after Doom cause at that point I was nervous about failing to nail something that needed nailed about the design

honest stag
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i kinda hate something about the hitscan enemies - they can miss sure but that just leaves you at the mercy of randomness instead of dodging by yourself

fluid plume
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hitscan can suck really hard in cases like Blood

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where enemies can be placed 3 ledges above you where you cannot see them

lament ore
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I think the HL1 soldiers strike a really, really happy medium between hitscanning and projectiles

honest stag
fluid plume
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and you need to quickload 3 times to kill one because he's on a ledge outside of the FOV

lament ore
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I'm pretty sure they're not hitscanners but their projectiles aren't exactly slow and dodgeable either, but it doesn't feel like BS

iron needle
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@honest stag that's not COMPLETELY true though, it just depends a lot on the design, and it's easy to fall into that

lapis hare
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i'm 99% sure the hecu use hitscan

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they're just not 100% accurate

honest stag
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yeah thank god that they can only do 1 thing at a time tho

fluid plume
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Don't the blood enemies use hitscan

iron needle
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the nice thing about hitscanners is that they FORCE you into line of sight play, which can be really engaging.

lament ore
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yeah whatever they did for the HL1 soldiers they came out good. I remember them being way worse in HL Beta

iron needle
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BUt that can very easily turn into like... save scumming because you keep taking unavoidable damage

honest stag
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yeah they can be good, that's just one thing i dont really like

fluid plume
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I find that one hitscanner at a time can be fun, or two firing one-after-the-other style, but multiple, all facing the player? ew

lament ore
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It also helps that the HECU AI is pretty good so they don't just stand in one place and become a firing squad (provided the map is designed well)

fringe nymph
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If inaccurate and low damage it can be fine

fluid plume
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because like Dave said,

the nice thing about hitscanners is that they FORCE you into line of sight play, which can be really engaging.
@iron needle

lament ore
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So you can fight a whole squad of hitscanning HECU soldiers and not feel like it's BS

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@iron needle once scripting is out my mods will use exclusively hit scanning enemies thx

iron needle
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lol

fluid plume
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I feel like later stages of Blood on higher difficulties becomes BS because of the enemy damage and placement

iron needle
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Blood is like... the best and worst of hitscanners

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at its best that game's combat is AWESOME and really feels like high speed tactics

fluid plume
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Because it's hard to enforce a line of sight play... when the enemy is out of your sight

iron needle
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at its worst well... turn corner instantly die

fluid plume
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^

lament ore
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I gotta play Blood soon

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bought it on steam not long ago

fluid plume
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Even in Fresh Supply with it's... infinity (lol) field of view, it still sucks in some spots

iron needle
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It's the best and worst of Build engine games all in one

lapis hare
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blood is just a tale of two hitscanners

iron needle
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some of the level design is just immaculate

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Cryptic Passages is especially good

fluid plume
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"worst of Build engine" Dave you can't just make a bad take like that when Redneck Rampage exists

iron needle
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@fluid plume no no I mean like... EXEMPLIFIES the worst of the Build Engine lol

thorn nova
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hey guys, can I ask a question?

iron needle
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like, the super punishing hitscanners

crude cedar
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yes

iron needle
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basically Blood takes everything that's awesome and not so awesome about Build Engine games and cranks it up to 11

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but the awesome bits are so awesome that it's still the best one imo

lament ore
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Oh, related to earlier conversations: Sven Co-op uses an updated fork of ZHLT that removes arbitrary limits like maximum map size. I highly recommend using the Sven Co-op compile tools.

thorn nova
#

what is the folder order with mods one mod I have it's order goes
"local-Jerma death sound-sounds-player-death.flac"

fluid plume
#

can we run Blood maps in the SDK or does it use a different mapset

iron needle
#

anyway I gotta go to bed. Hotfix is gonna be delayed until probably tomorrow

lament ore
#

Right now SDK only supports Q1, HL1, and Q3 map formats afaik

honest stag
#

'night mr. dusk

lament ore
#

goodnight dusk guy

thorn nova
#

nighty night

fluid plume
#

good night Dave

iron needle
#

I wanted to get door linking in but it's being really really dumb right nowe

#

so yeah hopefully tomorrow

lament ore
#

just make darth do it

fluid plume
#

lol

iron needle
#

enemy rotations are fixed on internal, just need to get a buildable version ready

fringe nymph
#

gn David

honest stag
#

that's probably how the sdk came to be

iron needle
#

@lament ore that is literally what I'm doing lol

lament ore
#

lmfao

iron needle
#

I was like "screw this I'm going to sleep, you try"

thorn nova
#

byeah

fluid plume
#

and thus, the sdk was born

unborn nimbus
#

Is there a way to rotate the direction of a func_door without rotating the geometry itself?

lament ore
#

idk about trenchbroom but in jack you just set the compass to whatever direction

#

in trenchbroom you might have to set an angle in some property

#

euler maybe?

#

Is trigger_once working for anybody else?

unborn nimbus
#

I can see the arrow there but I cant grab it

lapis hare
#

real 3d hours

honest stag
#

the arrow's direction is determined by the "angle" property

#

try 90, 270, 180, -90 for side-opening doors and
-1 for up
-2 for down

#

@unborn nimbus

unborn nimbus
#

Is that going to be a property I need to add? I've never used TB before so I'm going in blind

honest stag
#

click on the door - then the "Entity" tab in the upper right corner and then you can see a bunch of properties - angle should already be one of them

unborn nimbus
#

This is all I got

honest stag
#

then add it by clicking the + symbol below

#

did it work?

unborn nimbus
#

Ah, yes it did! Thanks

honest stag
#

np

lament ore
#

me, running HLRAD:

#

my laptop fans: PREPARING FOR TAKEOFF

chrome wagon
lapis hare
#

graphics -1

sturdy tide
#

*picmip

viscid sinew
#

I was gonna do a mod like that

proven agate
#

Another stoopid question!
How can i configure JACK to work with it?? (where can i find find dusk.wad (or wtf is this pack format uses), entities and e t.c.) (Didn't find any of this in thoose pins D:) (and flipping the whoooole chat window... is endless)

honest stag
#

check pinned messages for the dusk.wad

#

entities list is there too

proven agate
#

okk... Thanx. I see now (damn why i don't saw it in the first time wtf :D)

honest stag
#

np my man

proven agate
#

omg it's really exactly like hammer sdk for gld src! sbeve sbeve (or it's otherwise? :D)

honest stag
#

i thought JACK was quake (never used it)

proven agate
#

Hmm... what's are you using for Dusk modding? Trench Broom? Just interesting....

honest stag
#

trenchbroom yeah
i'm a dummy so TB's insane simplicity is just great

lament ore
#

JACK is a descendant of Hammer (albeit not through source) and Hammer is an descendant of Worldcraft

#

So it's more GoldSRC orientated

#

I honestly prefer JACK to TB but the fact that I'm way more familiar with Hammer definitely plays into that

proven agate
#

And trench broom is ain't hammer-like thingy, yeat?

honest stag
#

yeah it's much more simple, at least from my experience

proven agate
#

Hmmmm

honest stag
#

dumptruck_ds has amazing tutorials for it, including setup

#

if you decide to give it a go

sterile junco
#

i guess it comes down to which one your more experienced with

#

my dumbass setup all of trenchbroom and forgot jack existed

fierce lava
#

I am a complete noob when it comes to mapping. Yet I am having fun with Trenchbroom with Tutorials in hand

proven agate
#

JACK or TB ?? none of those! πŸ˜„ (only SSDK (about 300+ hrs)
sooo there is two ways to go on....

cosmic zenith
#

we need trenchboom for dusk mapping right?

lament ore
#

You can use any BSP mapping tool

honest stag
#

it's an option, not the only one

proven agate
#

Ok. Thanx for the answers. I think i may try TB. (coz tutorials xD)

lament ore
#

JACK and TB are your best bets. You can look up Quake mapping tutorials for TB or Half-Life mapping tutorials for JACK

#

Any tutorial for Hammer should work for JACK too

cosmic zenith
#

iirc hammer produces bsp till you export right?

#

compile*

proven agate
#

Soo.. everything it this is very... flexible.

lament ore
#

The mapping tools will create a .map file that can be compiled to a BSP file using a BSP compiler

#

Can I get some Feedback(tm) on this map so far? If anyone cares to record their first playthrough of it too that'd be super rad

#

You can use Ericw's quake bsp compiler, ZHLT to compile HL1 BSP, or Sven Co-op's fork of ZHLT that removes limits like map size

unborn nimbus
#

i gotchu

lament ore
#

thx bb

#

@proven agate Quake and its children have been around for some time so there's a lot of community tools to use yeah

honest stag
#

or you could be a gigachad and use both JACK and TB

proven agate
#

Wow.. πŸ˜„

unborn nimbus
#

I'll post the vid in a sec but idk what exactly you're looking for in feedback with such an early concept. You had a scarecrow that didn't come alive (unless that was the intended purpose) and the yellow key card door had a big delay before it opened. @lament ore

lament ore
#

just whatever your thoughts are. more enemies, less enemies, more cover, too much cover, does it flow well or not, etc

#

whatever comes to mind

#

@honest stag I'm legitimately considering doing prototyping in JACK and detailing in TB

#

JACK can open TB's .map just fine so there's no real reason I can't just switch between the two

honest stag
#

i literally watched a video of someone doing that right now

lament ore
#

link

honest stag
#

dunoo if it's any good, i've only watched 2 minutes

lament ore
#

hmm hmmmm

#

Also, fellow JACK users, do not fear: as soon as they're available, I will be converting the SDK Quake MDLs into Half-Life MDLs for use in JACK

#

I'll be converting DUSK.WAD into WAD3 format too

honest stag
#

you know this is probably out of place but
today i woke up from a nightmare and i shit you not - the scraiest thing was that i used a metallica midi as soundtrack for my map
that actually woke me up

lament ore
#

I can't wait to hear some shitty midis in some Dusk custom maps

#

that's the best part of Doom custom maps

#

Like I said before though it's a real damn shame JACK isn't open source. We could fork TB and add IQM support, but there's no chance of that for JACK.

#

I'm somewhat tempted to just start ripping the models and converting them ASAP πŸ‘€ I'd rather be making maps tho

sterile junco
#

shitty midi is what i was born to make

#

breaking out the sc55 sounds

fringe nymph
#

no offence but the dusk sdk in current form reminds of this

ancient depot
#

@lament ore

I'll be converting DUSK.WAD into WAD3 format too
Future releases of official WADs will be in WAD3 anyway so that should save you some work

lament ore
#

schweet

unborn nimbus
#

https://youtu.be/13Epg-lbqrs Definitely more cover. Unless you plan on keeping it strictly in an outdoor setting, I'd suggest putting buildings in and break up the huge sightlines. I guess you can kinda see my thought process by playing the level. You could probably do with less enemies and I'd definitely say so if you add the said buildings. Don't want things to get too cluttered. @lament ore

spiral nexus
#

Will MakeWad be able to create WAD3 files too?

lament ore
#

HLTextureTools is a great tool for making WAD3 files

#

It might in the future but not currently

#

@unborn nimbus thx for input I will watch when this 100kbps internet finally loads the video lmao

spiral nexus
#

MakeWad is pretty handy for quickly creating wads

#

As charming as Wally is, it's pretty clanky to use

lament ore
#

HLTextureTools isn't really clanky at all so give that a try

spiral nexus
#

πŸ€”

ancient depot
#

@spiral nexus MakeWad is our internal tool for building wads so yes, it'll support WAD3 later

#

It mainly exists because we need to be able to automate the creation of the wads and have finer grained control over how they're generated

spiral nexus
#

I see, looking forward to it GWsiraMeguThumbsUp

lament ore
#

Can't wait to make brush vehicles once I start detailing this map

#

There's a god-awful (unusued?) vehicle texture in Dusk.wad I'm gonna use

lament ore
#

@unborn nimbus made some changes based on your input

#

also if anyone else wants to try the map thus far I would appreciate it

honest stag
#

yo i would for sure

lament ore
#

pls do thx bb

#

if you're able to record your playthrough that would also be a huge help

honest stag
#

just record, no voice commentary i hope

lament ore
#

ye that's fine

honest stag
#

it's 51 MB, i'm really sorry

#

loading

#

so uh the first thing i could say is that in a map with that much range - a somewhat ranged weapon would be nice, even if it's just the assault rifle or hell, even the pistol

#

it's nor embeded? oof

#

i can upload it to youtube if you want

lament ore
#

youtube works~

#

I have a work tablet with youtube on it that gets way faster internet speeds lol

ancient depot
#

What is that MP4 encoded in?

#

HEVC?

honest stag
#

i dont think i know 100% what you mean because my obs language is set to russian
but QuickSync?.

#

h.264?

ancient depot
#

Discord's video embedding is really weird sometimes, but I have a hunch based on information I've gotten from others that Discord doesn't support HEVC encoding (because the version of Chromium used by the version of Electron it uses is out of date)

#

HEVC is H.265

honest stag
#

yeah makes sense then

#

also my ain sucks

#

played on i can take it

#

aim*

#

(the dog bark is my menu click sound)

lament ore
#

Can you send the youtu.be link? I can't open that link for some reason

honest stag
#

it's the youtube link tho

lament ore
#

if you click share it'll show you the shortened youtu.be link

honest stag
#

i'ght sure

ancient depot
#

You can get the shortened youtu.be link manually

honest stag
ancient depot
#

it's literally just youtu.be followed by the code after watch?v=

lament ore
#

Ayy that link worked, thx

#

Huh weird, your diamonds don't glow like they do in my game?

#

Did I accidentally turn on bloom or something

ancient depot
#

It's a graphics setting afaik

#

Specifically for those glows

lament ore
#

o

#

Yeah I put the diamond up there cuz the glow is supposed to entice you to find a way up there and get the hunting rifle lmao oops

#

Thx for the video bb ❀️

torpid agate
#

Lol I just tried to encode a video in that format and I couldn’t even play back the finished result

lament ore
#

we don't have any way to place corpses yet do we

ancient depot
#

nope

#

that one's a bit of a tough decision to work with because afaik the corpses placed in the levels were posed manually

#

there's no "dead guy" object we can just expose

honest stag
#

i dont have light flares

ancient depot
#

for the IQM model exports I just turned those poses into individual animations

torpid agate
#

Some of the textures are scaled wrong. Idk if that’s a result of my batch converting all the quake 3 textures to png.

honest stag
#

eyyy i really like it

#

good job my man

#

feel like you could use a more colorful setting in dusk to really help the doom look

torpid agate
#

Yeah. I need to figure out how to replace the quake 3 textures these are all placeholder textures

lament ore
#

@ancient depot I think David mentioned during the one year anniversary stream that he just placed NPCs that spawned dead?

ancient depot
#

Yeah, but their poses are baked into the scenes

lament ore
#

o

honest stag
#

you want to spawn dead npcs?
wait dont we have a killtarget for that?

#

or is it not working

lament ore
#

I can't even get trigger_once to work so ;v

ancient depot
#

trigger_once should be working, what are you trying to do with it?

lament ore
#

I removed it because it wasn't working but I was trying to trigger a func_door to open

honest stag
#

let my try trigger_once

#

1 sec

lament ore
#

I named the door "phillip_door" and set the target of the trigger ent to "phillip_door"

balmy thorn
#

@ancient depot I searched for it but couldn't find anything relevant. Do you have some sort of list regarding the settings required to get a keycard door to function?

ancient depot
#

Check the pins

balmy thorn
#

Right, forgot about that, hehe

honest stag
#

trying out trigger_once

#

just you know, LOADINGS

lament ore
#

I'll add the key thing to my placeholder fgd later

honest stag
#

yo @lament ore trigger_once works perfectly fine for me

lament ore
#

huh. lemme add one to my map in a sec

honest stag
#

maybe a name without the "_" symbol?

ancient depot
#

the _ shouldn't matter

honest stag
#

i'm a child so i named the target name "bitch"

ancient depot
#

if _ ends up being the problem then I have several questions for Unity

honest stag
#

lol

#

actually i think something fucked up when i was trying to load a map and added a "_" symbol to something that shouldnt matter

#

i cant remember what tho

#

the map stopped loading in fact

#

i was desperate and then changed the name

ancient depot
honest stag
#

again, cant remember what it was

#

so how is it bread? did it work?

#

bread you doin' alright?

#

...i think we lost him

spiral nexus
#

He died from the overdose of func_door

lament ore
#

You might have several questions for unity in a moment

#

but let me confirm first

honest stag
#

lol

lament ore
#

hlrad takes forever due to map size

torpid agate
#

I have one question for unity.

fluid nimbus
#

hirad?

torpid agate
#

Who do they think they are

honest stag
#

i should have tried it honestly, takes a minute

lament ore
#

HLRAD is the half-life counterpart to quake's LIGHT compiler program

#

Valve renamed it to HLRAD for whatever reason

honest stag
#

because half life is rad?

lament ore
#

tru

#

not if you ask Civvie tho

#

also I didn't realize Civvie is actually in this discord lmfao

spiral nexus
#

Imagine not religiously liking HL1

lament ore
#

heretic

honest stag
#

is it still loading bread? i cant imagine having to wait that long for a test

lament ore
#

it just finished

honest stag
#

wow jesus

lament ore
#

yeah it takes longer than it has any right to

honest stag
#

takes me like 50 seconds from saving a map and testing it

#

less probably

lament ore
#

really wish I could just not run light but I have that lightmap issue

spiral nexus
#

I think you can use custom compilation tools with JACK which are little more optimized

honest stag
#

alright it's the moment of truth
was it the problem?

lament ore
#

I am using custom tools

#

okay yeah no trigger_once just isn't working at all for me

honest stag
#

welp shit

#

can you show your property setup for the door and the trigger?

#

jsut curious

lament ore
#

there's two doors to the left of the spawn, one with underscore one without

#

neither work

honest stag
#

lemme try to compile it for myself actually if it's fine

#

1 sec

lament ore
#

oh the lightmap issue is gone since I switched to the sven co-op fork of zhlt now, nice

#

now I can just not run hlrad awesome

#

that's SO much faster

honest stag
#

cant*

#

i'll try to recompile it

solid isle
#

Hey uhhhh Zombie the doors are still fucked for me

#

@ancient depot

honest stag
#

my man the map is like 1/2 the size after i compiler it

#

jesus

#

compiled*

#

iet's hope it works magically

lament ore
#

wtf lol

#

does trenchbroom enforce the arbitrary map size limit?

#

actually I think you can increase the map size limit in tb

honest stag
#

wait where did you put the trigger

#

and the door

#

lol

lament ore
#

right in front of the door

#

to the left of spawn

honest stag
#

ah ok

#

(i just dont have textures)

lament ore
#

I included the wads

honest stag
#

...it works

#

lol

lament ore
#

odd

#

what compiler tools are you using?

honest stag
#

uhh ericW's

#

again this has nothing to do with trenchbroom cuz i used those tools

gritty forge
#

@solid isle what's your angle value

honest stag
#

probably

solid isle
#

up

#

doesnt matter though

honest stag
#

wait hold on

#

bread

solid isle
#

no matter what I set it to

honest stag
#

you used 2 doors and 2 triggers did you? and one of them has a "_" in the name? @lament ore

solid isle
#

It's like it doesnt recognize JACK's angles

honest stag
#

because the left door works, and the right one doesnt

gritty forge
#

angle should be -1
angles should be empty

honest stag
#

no wait

solid isle
#

oh, so I'm missing angle

honest stag
#

actually both work sorry bread

solid isle
#

does TB automatically have 'angle' instead of angles?

honest stag
#

here's the recompiled map again so you can see for yourself

gritty forge
#

I think it depends

honest stag
lament ore
#

ok yeah with ericw's tools it works

gritty forge
#

Think the sdk just doesn't read the angles one right now

solid isle
#

just wasnt there

lament ore
#

maybe this is because I'm using the AAATrigger texture

gritty forge
#

yeah just try adding a angle one with -1

solid isle
#

-1 is up and -2 is down?

#

right?

honest stag
#

and the map size being smaller is probably a nice thing
what's the difference between the tools you use and ericW's anyway

gritty forge
#

Yes

honest stag
#
  • the light works it seems
solid isle
#

thanks Jakob, u r a sainte

gritty forge
#

no problem bro

#

angles should work in a patch or 2 I think cus zombie knows about it

lament ore
#

Ok yeah if I don't use the AAATrigger texture it works.

#

that sucks but oh well I guess I'll just add my own version of AAATrigger

honest stag
#

huh that's... very weird

#

why did the recompiling do the job tho

lament ore
#

AAATrigger is what Half-Life mappers use for triggers. Clearly ZHLT does something special to solids with that texture which somehow breaks Dusk's understanding of it

#

I used ericw's tools which most likely ignores AAATrigger because Ericw's tools are for Quake and AAATrigger is a Half-Life thing

honest stag
#

huh kinda makes sense actually

lament ore
#

nbd though it just means I should not use AAATrigger out of zhlt.wad. I can just make my own named something different

solid isle
#

alright, I've got all of E1M1 done except for the big secret and the secret in the zig-zag area

honest stag
#

oh hell yea dood

solid isle
#

but now that I can use doors, I can finally do those

honest stag
#

cant wait to play it
are you going to be remaking doom levels or go with your own thing after it

solid isle
#

I'm thinking of alternating.
I really want to do all 8 of Knee Deep, but I also just thought of a really cool idea tonight

#

or I'll do E1M2 along with my original one, and just kind of switch off and on casually

#

Plus the maps are going to get dummy hard to do.

#

E1M1 and E1M8 are like the only "easy" ones. Which is probably why no one's ever made the full thing in Quake yet

honest stag
#

wait what
really?

solid isle
#

yeah

honest stag
#

NO ONE remade doom in quake?

#

that's.. really god damn suprising

solid isle
#

I think Slayer Testaments is remaking the first episode

#

but like, not at all in the last 20 years

#

only the occasional map

lament ore
#

I remember there being a Half-Life mod that remakes Doom in Half-Life but idk how much of it

honest stag
#

that's the most suprising thing i have heard in years

solid isle
#

yeah
you got all these Doom 3 remakes and all that shit, but not in Quake

honest stag
#

you would think this is just something that 100% should exist
it's doom and quake goddamnit

solid isle
#

Yeah I know. I look again and again all of the time just to make sure it's not hidden somewhere

#

but nope

#

just isn't there

lament ore
#

tbf like you said it takes a ton of work

#

and in all likeliness the final product of a bunch of modders making doom in quake probably won't be as fun as original doom

#

you'd be a lot better off spending that amount of effort creating new stuff

honest stag
#

yeah but it's been sooo long

#

and again, people made it for other games

#

and quake got this very easy to use tool yet nope

spiral nexus
#

This channel is so uncanny, I am not used to strangers being friendly and helping each other on the internet

hollow laurel
#

it's great, innit?

honest stag
#

modding communites arre generally like that arent they

#

(i dont know tho)

solid isle
#

idk if this one is known but

#

leatherneck hates doors

honest stag
#

man i hate to ping people but i really want to ask the big dudes - is the texture for "you're not supposed to be here, go away" thing included in dusk.wad? because i couldnt find it and i looked over and over again @iron needle

solid isle
#

also idk bread, this map is pretty fucking fun

#

surprisingly

lament ore
#

which map?

solid isle
#

the E1M1 I'm making

lament ore
#

o nice

#

I was referring to the effort of remaking the entirety of a game in another engine lul

solid isle
#

once I polish it up and duskify it a bit, it'll be a grand old time

#

oh i c

#

I really do wonder if I should just divert all of my efforts into porting the entirety of DOOM instead of doing "interim" maps.

#

If I stop, then there's a chance I just wont go back to it ever again, meaning yet again it wont be ported to Quake/DUSK

honest stag
#

if i was the one to ask (i'm not) i'd say do your own thing, its much more interesting and probably sparks creativity more than just remaking a level

#

actually i dont know the meaning of "interim" i'm not a native english motherfucker

solid isle
#

uhhhh

honest stag
#

so you probably meant something else

solid isle
#

basically I meant "make a map between remake levels"

honest stag
#

ohhhhhh alright
but yeah i still think it's much cooler to see personal maps more than remakes

#

everything up to you of course

solid isle
#

There's also that idea of "being the guy who ported DOOM into DUSK". It's a bit self-centered way of looking at it, but the prospect seems cool

honest stag
#

lol

solid isle
#

I can dream

lament ore
#

I am never making an outdoors map again unless this lightmap issue is fixed fuck this lol

honest stag
#

i feel you
actually, someone made a pretty awesome thing where they slapped a very very powerful light entity in the sky as a "sun"

#

and it looked cool

lament ore
#

idk how that person did that cuz I tried it but I thought lights got capped at 255 brightness

honest stag
#

he said it was like 1200

#

i think this was the example?

#

also "depends on the distance"

lament ore
#

Hm

honest stag
#

sooo play around, see if it does the job

modest imp
#

Isn't light_environment from Half-Life capable of cranked up brightness levels?

lament ore
#

Has anyone else gotten setting the default light level (light property on worldspawn) to work? cuz it doesn't seem to matter if I'm using ericw's tools or zhlt

#

is light_environment implemented? I thought we only have light rn

honest stag
#

i did? it worked for my "crash" map

#

also church

lament ore
#

I was able to get it working in an old build with ericw's tools but not anymore

honest stag
#

huh weird
actually you know

#

there was no difference sometimes
like 1-2-3 didnt matter

#

but 4 showed results

modest imp
#

I think you need to use a parameter in ericw's light.exe tool to get a minimum light level.

honest stag
#

and then again 4-5-6 didnt matter

modest imp
#

That's how I did it.

lament ore
#

what param? I tried ambience before and it didn't seem to do anything

modest imp
#

Wait, nope. TyrUtils.

lament ore
#

WAIT A MINUTE

#

OH MY GOD HOLD ON

modest imp
#

TyrUtils has the -light parameter that lets you set the minimum light level.

honest stag
#

so try like 1/10/100

#

oh whoops

#

so how is the lighting now bread?

lament ore
#

hold up, compiling

balmy thorn
honest stag
#

nope, but the sdk screwed up a lot of things

balmy thorn
#

I figured.

#

Huh

tall zenith
#

it's an early release don't forget

lament ore
#

ok so in the Sven Co-op form of zhlt, you can do -minlight 255 and that'll work but it takes forever regardless. lemme try ericw's tools again

tall zenith
#

these things will be fixed

pearl fox
#

Talking about which: Has the movement been changed at all in the SDK version? I can't help but feel that the bunnyhopping accelleration feels off...

half dust
#

The scale was changed.

balmy thorn
#

@tall zenith I know, but I wasn't sure if this had been reported yet πŸ˜‰

pearl fox
#

the map scaling for custom levels shouldn't affect how the movement feels in the campaign though, right?

half dust
#

Oh, I'm not sure.

balmy thorn
#

So how's process with you guys maps going?

honest stag
#

I just can't decide which direction to take mine
I made 3 rooms and fully detailed 1

balmy thorn
#

Is it an interior map or exterior?

honest stag
#

Interior

lament ore
#

okay this just in neither zhlt nor ericw-tools have an up to date command reference online which is incredibly annoying lol

balmy thorn
#

Can I see a screenshot?

honest stag
#

So i think -soft and -extra are a thing but i dont know more

hollow laurel
#

and -extra(4)

#

so, think those docs might be up to date

lament ore
#

see if I set the minimum light level to 255 in ericw-tool's I get a change but it's.....wrong

honest stag
#

... the hell

modest imp
#

You pretty much made it fullbright with that setting. :V

#

Minimum light should be really low for best effect, like no more than 5. 10 at the max.

honest stag
#

Try 14 my man
I know it's a small value but still

lament ore
#

I am trying to make it fullbright because I'm not doing lighting yet

#

That is not how fullbright should look

#

I'm compiling with Sven zhlt right now to compare

#

it works with that, it's just slow

modest imp
#

Have you tried just not using light.exe at all? I don't know if Dusk defaults to fullbright when there's no lightmap or not.

lament ore
#

A few builds ago we could set the light value of worldspawn and then not run light and it would fullbright the map, at least when I compiled with ericw's tools

#

but that doesn't work anymore it seems

honest stag
#

Wait what really? Mu older maps are fucked then

lament ore
#

Passing -fast to Sven ZHLT's HLRAD makes it a little more tolerable at least

#

It's possible ericw's tools aren't working properly for me because this map is way bigger than quake's maximum map size

#

like 4x bigger

honest stag
#

Might be the case, but who knows

lament ore
honest stag
#

Wait wait hold on

#

Bread, when i loaded up your map to test triggers it was fullbrught

lament ore
#

but the issue is I have to run HLRAD to get that and HLRAD takes like three minutes every single time I want to run the map which is a huge pain in the ass for prototyping gameplay

honest stag
#

Bright*

lament ore
#

let me send you the latest one

honest stag
#

Not at the computer atm sadly

lament ore
#

you use tb+ericw ya? I'll try on my end

honest stag
#

Tb didnt even load the map
I just ran ericw's through it

lament ore
#

Trying with TB and running ericw's tools resulted in a completely black map for me lmao

honest stag
#

oh huh

lament ore
#

also TB would load it if you pick the Valve map format

#

JACK uses Valve format

honest stag
#

Also isnt my gameplay video fullbright?

lament ore
#

yea but I sent you the BSP no?

#

that should be my BSP I compiled

honest stag
#

Yes?.

lament ore
#

Yea no the problem is just that I have to run HLRAD to get the fullbright which takes at least three minutes

#

which is ass for prototyping

honest stag
#

Ohhhhh i see

lament ore
#

in the old build I could just skip running light/hlrad altogether

honest stag
#

But yeah i compiled through ericw's and it was still fullbright
I'll send ypu the bsp in the morning

lament ore
#

weeeeird

#

what compile process are you using?

#

are you running light?

honest stag
#

Yes
All default, but MAYBE -soft but probably not

lament ore
#

bizarre

#

@ancient depot put a hex on me for asking about too many entities

honest stag
#

Also i havent updated my tools since august

lament ore
#

Latest Ericw build is from March 2019

honest stag
#

Guess that doesn't matter then

lament ore
#

Although that is a pre-release build, maybe I should try the latest stable

honest stag
#

Maybe i should point out that i use Necro's compiling GUI but that shouldn't matter?

#

It has all additional commands optional tho

lament ore
#

When you're back on your comp can you send me a screenshot of what you've got going on inside necro

honest stag
#

Alright
It should be either all default or -soft tho

lament ore
#

kk

toxic forge
#

also light is a worldspawn key, not commandline argument

lament ore
#

I know, I have it set

toxic forge
#

in Quake to get fullbright scene, you just don't run light.exe

lament ore
#

I know

toxic forge
#

aren't lightmaps broken in Dusk though?

lament ore
#

no

honest stag
#

Also i'll be back in like 9 hours because it' bedtime sooo gotta wait
But i'll still be here for a while

lament ore
#

They're grayscale unless you use Half-Life BSP tho

toxic forge
#

yeah, lit file support should be easy to implement

fluid nimbus
#

lit 😎

honest stag
#

πŸ˜‚ πŸ‘Œ yeet

toxic forge
#

also BSP2

#

the sequel

#

with unlimited power

honest stag
#

Just like quake 2

torpid agate
#

Quake 2 has unlimited dankness Leatherneck

night trail
#

Good map name: Unlimited Darkness

honest stag
#

doom 3 has entered the chat

torpid agate
#

Lmao.that unlimited darkness could make a good β€œflashlight broke” map

honest stag
#

What if you had to carry a candle around

#

Annoying or cool

night trail
#

Better not need to carry it and fight enemies at the same time

#

so like, set it down to a place, fight enemies

honest stag
#

Yeah and you have to pace it

.... or you could just yeet it at the enemy and shoot

night trail
#

That would get annoying really quickly is the thing, because then you'd have to stop and pick it back up

honest stag
#

Could do for a short horror section tho

#

Probably

night trail
#

That would be its best use

mighty fossil
#

i think having a dark level where you haul a light-emitting object around could work

#

if it has enough light where you could set it down and have it light up a decent amount of space

#

then at the end of a section you put onto something and it lights up the whole place

honest stag
#

I would love to have a lantern type thing on the belt like a flashlight

toxic forge
#

Just like quake 2
Quake2 format supports rotation in BSP etc. but sadly you can run out of "brushes" quite fast when you do details, where BSP2 has limits bumped quite high

honest stag
#

Hm? Bsp has a brush limit?
I kinda went nuts with tiny brushes in my maps but all seemed well
How high is that limit?

toxic forge
#

8192 brushes, 64K surfaces in Quake2

honest stag
#

Oh damn that's a lot actually

toxic forge
#

although you can reach 64k surfaces in less than 8k brushes

honest stag
#

Bruh why surfaces tho that's weird

lament ore
#

Sven ZHLT doesn't have arbitrary limits as far as I'm aware, or if it does they're extremely high

#

although that does let you exceed what the engine can reasonably handle

#

but for Dusk that's a different story

#

everything is surfaces until it's compiled into a BSP

#

a solid in a .map is defined as the intersection between an arbitrary number of infinite planes

#

i.e. surfaces

#

iirc once it's compiled into a BSP it's converted into triangles for the sake of making rendering faster/easier

toxic forge
#

also there are some limits of planes per brush too, in ericw-tools it's something like 128 or 256, but yu have to create smooth sphere brush to reach this limit

honest stag
#

Ey thanks, i'll check that out later
Could be nice to know

lament ore
#

I should convert my feral hogs map to dusk when co-op comes out

honest stag
#

... feral hogs map
I want that

#

Feral goats lol

#

With black Phillips

lament ore
#

ye

spiral nexus
#

I don't think you can that easily exceed even default HL1 compilation tools' brush limit that easily, and if anything that's probably a good sign that you should split the map into different levels or optimize it better

#

models are whole another thing, I think you could only have like 8k polygons which doesn't really give a lot of wiggle room in terms of complex models

#

friendly protip to make proper skyboxes and not just hallowing a box around your map

honest stag
#

We wish
Sky boxes dont work yet

#

So for a nighttime setting your only option is a huge black box rn

gritty forge
#

Hello! I'm just getting set up with Trenchbroom and ericw's compile tools. When I build and run a map it doesn't have any textures. I have this error in the compile log: *** WARNING 01: No valid WAD filenames in worldmodel
I assume it's something to do with where a WAD is stored or how I've set up directory paths in trenchbroom. Anyone have an idea of what I've done wrong?

honest stag
#

Did you add a wad with textures?

gritty forge
#

Yes, I've added the dusk WAD in the editor, so I can assign textures. They just don't seem to be picked up by the compiler

ivory otter
#

Where do I place entities.txt and palette.lmp in trenchbroom?

honest stag
#

Question - does your pathfile have any non-english characters? Because TB couldn't figure them out for me

#

Inside the mod but outside the maps folder

gritty forge
#

Nope, the path to the map file is D:\Games\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\duskmod\maps\unnamed.map

honest stag
#

You don't need to place entities txt anywhere - it's just a list with things you can use
Make a point entity and name it something from there - ut will appear in dusk

#

Is that thw working folder in your compiler?

gritty forge
#

The working directory is ${MAP_DIR_PATH}

honest stag
#

Man I dont think i'm much of a help here honestly
Wait hold on
Do you have a palette file outside of your maps folder?

#

Just making sure

gritty forge
#

Yes

#

I've got palette folders in basically every directory level, it took a while to get it working πŸ˜›

#

Here are my compile settings

honest stag
#

Have you used tutorials or just figured it out?

gritty forge
#

Mostly just figuring it out by searching this channel

#

I couldn't find alot of documentation around ericw tools

honest stag
#

Try watching dumptruck_ds's video on setting up trenchbroom, see if it's any different

#

From what you did

gritty forge
#

Will do, thanks

#

Ah hah!

#

I'd set the WAD to a relative path in trenchbroom. Setting it to the absolute path fixed it. Thanks!

honest stag
#

Ey np

#

Have fun mapping

ivory otter
#

So how do I add dusk enemies into a map?

honest stag
#

Make a point entity and renane it to, say, monster_mage for a cultist

#

If you're using TB, dunno how it works elsewhere

#

All monster names are in the entities.txt file

ivory otter
#

Oh, cool, thanks!

honest stag
#

They aren't going to show up in the editor of course but will show up in game

ivory otter
#

Make sense

honest stag
#

Uf you want to rotate them add an "euler" property and then numbers x y z for the position
You basically need only the first one i think?
Like 90 0 0
180 0 0
270 0 0
0 0 0 is the default

#

I think.

gritty forge
honest stag
#

Ey nice job my man

torpid agate
#

Hello world

pearl fox
#

Enemy rotations will be fixed in a hotfix soon btw

gritty forge
#

Love how Quake maps replace their enemies with respective DUSK enemies.

tepid flint
#

That's pretty cool

gritty forge
#

I guess trenchbroom needs every brush to be six-sided? I've mostly worked with hammer so this is new to me.

rapid crown
#

@gritty forge you can clip brushes to make them 5 sided, and there's a union command to create more than 6

gritty forge
#

Cool, thanks

rapid crown
#

Have you joined the TB discord?

gritty forge
#

Nope, just getting started. I might give jack a shot too and see if I'm more comfortable with that

rapid crown
#

cool bud, there's a lot of info for TB but you kinda gotta go looking for it

graceful hinge
#

How do you get a door to swing open like the regular Dusk levels? πŸ€”

gritty forge
#

Iirc rotating doors are not added yet

graceful hinge
#

seems so

pearl fox
#

Door linking seems to be a thing for the next patch though, which will allow for some more stylish doors πŸ™‚

ancient depot
#

@solid isle Does that door use angles?

#

Instead of angle

mortal narwhal
hollow laurel
#

hey, since you're here zombie, when i shoot a func_door_secret that has flag set to 8, it reacts as if it were a regular door (in this case triggering the yellow key message)

ancient depot
#

That's an oversight, since FuncDoorSecret is based on FuncDoor

#

I'll add it to my notes

hollow laurel
#

yay

ivory otter
#

how do you enable fullbright?

ebon jetty
#

so i've evidently been out of the loop

#

how do you use func_water

#

I think that's the function at least. I saw someone use it yesterday

#

wait

#

i figured it out that was a lot more straightforward than i was expecting

ivory otter
#

I assume it's the same way you add a prop?

#

or a new monster

#

You create a point entity

#

and then edit it?

#

Or a brush entity

fringe nymph
#

no

#

just select any brush (it will be called worldspawn) and set property light to anything between 1 and 255

#

1 being quite lit and 255 just fullbright

gritty forge
#

It looks like the Dusk textures are set up to do transparency differently than Quake expects. Is there any way to make them work other than just editing the textures?

fringe nymph
#

theres no texture transparency for now

#

it will be filled with black no matter what

gritty forge
#

Ah, okay

ebon jetty
#

so is there a way to make the dusk water textures animated?

#

if you go to a level with water like down on the farm you can see the water shift and turn

crystal lily
#

Is there a wiki yet?

#

I would def help with that when I have spare time

proven agate
#

Trying to do something with J.A.C.K. But there is a problem, all textures have no color, wtf D: (i ain't talking about pink-black chess) (There is only textures bumps i think but they all colorless)

#

...although... textures from quake 1 works πŸ˜„

fringe nymph
#

wrong palette.lmp ?

proven agate
#

And there is a second problem pallette window does not work πŸ˜„

#

I can't click on it, it's just... unklickable

fringe nymph
#

what

proven agate
#

Correct me if i wrong.. There is (in the settings) game profile - texture thingy, and there in the bottom of the ocean located small (beneath texture scale) window named Pallette File - and that s%%% doesn't work. 0_o

fringe nymph
#

is this trenchbroom?

proven agate
#

nah

fringe nymph
#

oh ok

proven agate
#

the opposite ones

#

jack

fringe nymph
#

then wait for someone whos using jack

#

cuz mainly ppl are using trenchbroom here and have no issues

proven agate
#

Didn't want to use this TB thing... because i don't want to retrain from a Hammer editor to this new one D:

fringe nymph
proven agate
#

Dang it. so bad to be lazzy

still raptor
#

you can just use hammer