#dusk-modding
1 messages Β· Page 28 of 1
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?
Again, that's not really a bad thing, and probably subjective on my end.
ah i see, yeah the theming is not really cohesive
So in the arenas should I add more enemies?
or more enemies in general?
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.
perfect, I play the same difficulty.
did you ever run out of ammo btw?
I really liked the piped area with the rat pit. Cool design.
Hmm, yes for the shotgun, but I missed the machinegun at first.
The soldiers to the left drew my attention in the opposite direction.
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.
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
and i didnt find a way to get to the room with all the cultists so i noclipped up there
the garage doors lol
I should use a different texture for openable doors
and fences
Yeah, I clicked a fence door randomly.
but yeah thank you both for the crits, will make changes accordingly :)
np, it's definetely leaps and bounds above everything ive accomplished so far .D
Is shooting buttons through walls with the crossbow possible right now?
lol thx
No problem, just ask and I'll playtest your next version! π
will do!
@honest stag is there an end to The Church
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
i want to play as big john, with more vocal samples
@balmy thorn What did you think about this arena?
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
@ancient depot What spawnflag is used for red key doors?
You set a "key" value, 1 for red, 2 for blue, 3 for yellow
Is there a way to not make the weapons stop the firing sound that's playing when they fire again?
Np, happy to help out
@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
@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
lol
I imagine Big John with Lo Wang's face. And I call him Jib Hong.
david is herobrine tbh
what
Cool, now add some func_breakable.
@rapid crown https://drive.google.com/open?id=1mT1phh6dE-BLh3YsVm0AElC_pYpbjF-L placeholder fgd
@iron needle also forgot to say ty for the quake e1m1 posts genuinely fantastic read
word
@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
oh man I guess we're getting Doom 1 and Doom 2
just wish there was a faster way other than remaking the damn thing
Theres gotta already be ports for Quake or Half Life hopefully
Weird that seemingly no one has attempted to port the entirety of Episode 1 to Quake
Oh
or, at least got very far
There's of course AD's E1M1, and some deathmatch maps
but that's it
Apparently you can export Doom maps to obj files in GZDoom Builder
yeah, someone in another discord last night converted the first episode into obj for me
but there's no way to turn that into brushes
Yeah thats true
and I don't know if it could work when custom model support is added
actually it probably wouldnt, or would require enough edits that you might as well just remake the damn thing anyway
60fps in Dusk SDK inside a VM on a MacBook Pro 2015 with an integrated gpu
ayyyy
but the mouse doesn't work
ruh roh
I'm playing with the arrow keys to look around like GOD INTENDED
why are you hurting yourself
Then use ctrl to fire, . And , to strafe, and space to interact
/ to jump
thatβs how god intended
F8 to jump like a chad
god bless half-life for normalizing a sensible control layout
@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
wow, props
@ Dave publish me making a Half-Life inspired new blood game for the express purpose of spiting Civvie's hatred of Half-Life
civvie is just going to come back with a quake megawad with dusk assets
you best step up your game
I'll just put a big sign in the game saying only "HALF-LIFE > QUAKE"
he'll die of an aneurysm
lol
civvie hates half-life? lol
i dont recall civvie saying that
he said that half-life killed the shooters
bear in mind hl is really high on his fps tier list
it is
I think he might mean the shitty cover mechanics and shit of later shooters trying to copy HL
I dunno
yeah that's probably it
Civvie said Mario 64 is a bad platformer so I can never forgive him
I kinda wish I was any good at 64
that was a good one
but fuck that controller
fuck it straight to hell
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
that goes you know where
train? sorry?
I mean in a way it's just like Final Fantasy 7
FF7 kicked off two decades of God awful JRPGs trying to emulate FF7
oh I see
but I wouldn't really blame FF7 itself for that
n64 is an overrated console that aged like milk
several people are typing
We are no longer friends Reimu
no but I agree
in the same way I wouldn't blame Half-Life nor Halo for modern "cinematic" hallway shooters
Mario 64 is still the best 3D Mario @ me if you must
that controller is godawful
thats fine i didnt even know you were in the server till today
LOL
and ill prolly forget about you tomorrow
rip
oof
blokt

you can kill me tho
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
this does not include Ocarina of Time, fuck OoT
That's more the talent behind the games
Ocarina of Time in terms of mood and aesthetics and ambience and such is great but GOD is it a chore to play
tbf the n64 gave us the best doom
Doom 64 is the real Doom 3
I like doom 3 because it's fun go away
doom 3 is fuckin awesome just not a good doom game
yes
i never could get into d64
Doom 3 can suck my save data location
well it's moodier doom 2
its dull for me
d64 is what d2 shoulve been
some crazy engine stuff they pulled off
i moody games
d2 is okay
and i find d64 meh
Doom 2 level design sucks ass
maybe because its really cheesy in sound design
god by the time I get to like 20 I'm fucking dying
I'm 23 just kill me now
and visually
what you dont like BABYCRYINGTRACK1.ogg

This is the soundtrack from the 1997 N64 videogame entitled "Doom 64". This is the background music that plays during Map 12: Altar Of Pain. This was ripped by elbryan42, not by me. No Copyright Infringement Intended. I will NOT be uploading these in higher quality. Click "Sh...
that was an interesting choice
Did midway also take out reznor's music in their Quake port?
ye dat cheese
was quake64 any good?
as far as I can tell it was stripped down Quake for PC
some levels had less detail and whatever and overall there were less I'm told?
Yea it's just a port, nothing special
Doom 64 is fantastic
D64 is pretty good but I kinda get
cuz its still used same maps and art
hey @iron needle while you're here, do you have any words of wisdom for designing enemy encounters in Dusk?
I dunno the levels kinda blend together
I have played the first level of quake 64 on a dance pad
@lament ore hmmm a bit of a broad question, can you be more specific? It depends a lot on the level
Quake 64 also has coloured lighting
@honest stag it doesn't do anything for doors YET, but eventually yes that. For buttons it means they can't be repressed.
ah alright thank you
also "shootable doors and triggers"?
like what, you shoot a door and it opens? how do i make it that way?
Did anything Dusk C even get leaked yet
@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
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
I weirdly enjoy it
It soothes the OCD side of the brain
absolutely
good news lads, mouse works in dusk inside VM as long as I turn coherence mode off
we are IN BUSINESS
@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?
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
@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
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"
david just became my spirit animal
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
what did you notice tended to be fun vs not fun when it comes to dusk encounters?
@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
i do not recall anything not fun in dusk besides e3m8 and e3ms
hm alright, i guess everything works
@honest stag like most creative things it's definitely a "do what works for you" kind of thing lol
This jerma death replacer I'm doing is gonna be funny
@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
i do not recall anything not fun in dusk besides e3m8 and e3ms
you did NOT just diss my boy as above so below
Although I would generally recommend against going SUPER into details until you've got a general idea of most of the map
i just did
racks .45
do et
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
But honestly I usually went for "what's an interesting space" first then did enemy placements after that
but again it's whatever works for you
π₯
Not quite to the extent of Leon and Simon though, who literally finished entire levels then added enemies as the last pass lol
you missed
no
i still feel the pain
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
yeah i kind fucked up with this havent i - a church/altar cult thing and then instantly a tech base cult thing
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"
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
@iron needle good tips thx bb. I can definitely see that ideology coming through in the main game
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
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
bro i never noticed that but that's cool as hell David
Thanks!
Like, yeah, thinking back on it, that's exactly right
Question, in Head Cheese, is the three leathernecks spawning meant to force the player to immediately move around the darkened arena?
yup
That's sick as hell
and they're super easy to juke on normal difficulty
so they're really more like a "fake" intense moment
get the player to panic and react instinctively
I'm honestly studying Dusk level design and Andrew's music to make maps and music myself
people either play on accessible or cero miedo dont they
I did 2 (technically 3) run throughs
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
I can take it, Cero, and then duskmare (but it was difficult)
:O what
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
bruh why would you unironically do a duskmare run
Because the music meshed with Dusk and suspense so well
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
Yeah Andrew did an amazing job
but it's not so much about moving around the arena itself
@lament ore yeah Half-life is muuuuuch more line of sight focused
That entire experience felt so awesome to play
I will say, the scares in Dusk never felt cheap
There can be some line of sight play in Dusk also but it heavily depends on the level design
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
Yeah I came to feel that the best combat moments were in more open areas
so like good job David, Dusk made me feel like a complete badass in one level and then "the fall broke your flashlight"
@fluid plume thank you!
Like it was so perfectly paced
is that going to be supported by the way
stripping the player from even sickles as well as no flashlight?
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
ye
@honest stag likely once scripting is a thing
Like the big bridge and mountains in EP1? I loved b-hopping around those
Or like E2M3
The big outside encounter is maybe a bit too difficult in context but it's always really fun and plays out differently every time
oh that least liked by many but imo very solid level
but then some of the moments people remember most are ones that AREN'T big combat arenas so
I guess it just depends lol
good filler
Dusk had a lot of fair? enemy encounters that made it so fun to play
except for that vertical room with machine
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
I do think it's possible to over-design things like combat if you get too wrapped up in like... designing it
only thing that's left is to learn to make a cool space lol
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
So yeah I dunno if any of this is helpful but those are some musings I guess lol
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
yeah this was pretty damn nice to read
(jk)
@lament ore heh well that's not ENTIRELY inaccurate, but no it's not a game anyone at NB worked on
oof man thinking about RoTT13 hitscanner placement though...
that game has some ROUGH moments
some?
(thank you for not having hitscan enemies btw)
others are... well... the prison block
hitscanners are such a weird thing
I was actually originally going to have them but early on Dave and I agreed not to
They can result in really interesting combat but so often they can just be frustrating too
yeah
the VERY early ones
when they were nothing like Dusk mages except in name
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
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
hitscan can suck really hard in cases like Blood
where enemies can be placed 3 ledges above you where you cannot see them
I think the HL1 soldiers strike a really, really happy medium between hitscanning and projectiles
and you need to quickload 3 times to kill one because he's on a ledge outside of the FOV
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
@honest stag that's not COMPLETELY true though, it just depends a lot on the design, and it's easy to fall into that
yeah thank god that they can only do 1 thing at a time tho
Don't the blood enemies use hitscan
the nice thing about hitscanners is that they FORCE you into line of sight play, which can be really engaging.
yeah whatever they did for the HL1 soldiers they came out good. I remember them being way worse in HL Beta
BUt that can very easily turn into like... save scumming because you keep taking unavoidable damage
yeah they can be good, that's just one thing i dont really like
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
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)
If inaccurate and low damage it can be fine
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
So you can fight a whole squad of hitscanning HECU soldiers and not feel like it's BS
@iron needle once scripting is out my mods will use exclusively hit scanning enemies thx
lol
I feel like later stages of Blood on higher difficulties becomes BS because of the enemy damage and placement
Blood is like... the best and worst of hitscanners
at its best that game's combat is AWESOME and really feels like high speed tactics
Because it's hard to enforce a line of sight play... when the enemy is out of your sight
at its worst well... turn corner instantly die
^
Even in Fresh Supply with it's... infinity (lol) field of view, it still sucks in some spots
It's the best and worst of Build engine games all in one
blood is just a tale of two hitscanners
"worst of Build engine" Dave you can't just make a bad take like that when Redneck Rampage exists
@fluid plume no no I mean like... EXEMPLIFIES the worst of the Build Engine lol
hey guys, can I ask a question?
like, the super punishing hitscanners
yes
basically Blood takes everything that's awesome and not so awesome about Build Engine games and cranks it up to 11
but the awesome bits are so awesome that it's still the best one imo
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.
what is the folder order with mods one mod I have it's order goes
"local-Jerma death sound-sounds-player-death.flac"
can we run Blood maps in the SDK or does it use a different mapset
anyway I gotta go to bed. Hotfix is gonna be delayed until probably tomorrow
Right now SDK only supports Q1, HL1, and Q3 map formats afaik
'night mr. dusk
goodnight dusk guy
nighty night
good night Dave
I wanted to get door linking in but it's being really really dumb right nowe
so yeah hopefully tomorrow
just make darth do it
lol
enemy rotations are fixed on internal, just need to get a buildable version ready
gn David
that's probably how the sdk came to be
@lament ore that is literally what I'm doing lol
lmfao
I was like "screw this I'm going to sleep, you try"
byeah
and thus, the sdk was born
Is there a way to rotate the direction of a func_door without rotating the geometry itself?
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?
real 3d hours
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
Is that going to be a property I need to add? I've never used TB before so I'm going in blind
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
Ah, yes it did! Thanks
np
The picmic gang (?
graphics -1
*picmip
I was gonna do a mod like that
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)
check pinned messages for the dusk.wad
entities list is there too
here they are anyway
okk... Thanx. I see now (damn why i don't saw it in the first time wtf :D)
np my man
omg it's really exactly like hammer sdk for gld src!
(or it's otherwise? :D)
i thought JACK was quake (never used it)
trenchbroom yeah
i'm a dummy so TB's insane simplicity is just great
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
And trench broom is ain't hammer-like thingy, yeat?
yeah it's much more simple, at least from my experience
Hmmmm
dumptruck_ds has amazing tutorials for it, including setup
if you decide to give it a go
i guess it comes down to which one your more experienced with
my dumbass setup all of trenchbroom and forgot jack existed
I am a complete noob when it comes to mapping. Yet I am having fun with Trenchbroom with Tutorials in hand
JACK or TB ?? none of those! π (only SSDK (about 300+ hrs)
sooo there is two ways to go on....
we need trenchboom for dusk mapping right?
You can use any BSP mapping tool
it's an option, not the only one
Ok. Thanx for the answers. I think i may try TB. (coz tutorials xD)
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
Soo.. everything it this is very... flexible.
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
i gotchu
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
or you could be a gigachad and use both JACK and TB
Wow.. π
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
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
i literally watched a video of someone doing that right now
link
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
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
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 π I'd rather be making maps tho
no offence but the dusk sdk in current form reminds of this
I've made a few videos on source ports before, but this one really takes the cake. If you thought the Switch and Mobile versions of Doom were bad, you ain't seen nothing yet.
@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
schweet
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
Will MakeWad be able to create WAD3 files too?
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
MakeWad is pretty handy for quickly creating wads
As charming as Wally is, it's pretty clanky to use
HLTextureTools isn't really clanky at all so give that a try
π€
@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
I see, looking forward to it 
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
@unborn nimbus made some changes based on your input
also if anyone else wants to try the map thus far I would appreciate it
yo i would for sure
pls do thx bb
if you're able to record your playthrough that would also be a huge help
just record, no voice commentary i hope
ye that's fine
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
i'm so sorry about the noclip lol
it's nor embeded? oof
i can upload it to youtube if you want
youtube works~
I have a work tablet with youtube on it that gets way faster internet speeds lol
i dont think i know 100% what you mean because my obs language is set to russian
but QuickSync?.
h.264?
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
yeah makes sense then
also my ain sucks
played on i can take it
aim*
(the dog bark is my menu click sound)
it's the youtube link tho
i'ght sure
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
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 β€οΈ
Lol I just tried to encode a video in that format and I couldnβt even play back the finished result
we don't have any way to place corpses yet do we
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
i dont have light flares
for the IQM model exports I just turned those poses into individual animations
what do you guys think of my work in progress?
Some of the textures are scaled wrong. Idk if thatβs a result of my batch converting all the quake 3 textures to png.
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
Yeah. I need to figure out how to replace the quake 3 textures these are all placeholder textures
@ancient depot I think David mentioned during the one year anniversary stream that he just placed NPCs that spawned dead?
Yeah, but their poses are baked into the scenes
o
you want to spawn dead npcs?
wait dont we have a killtarget for that?
or is it not working
I can't even get trigger_once to work so ;v
trigger_once should be working, what are you trying to do with it?
I removed it because it wasn't working but I was trying to trigger a func_door to open
I named the door "phillip_door" and set the target of the trigger ent to "phillip_door"
@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?
Check the pins
Right, forgot about that, hehe
I'll add the key thing to my placeholder fgd later
yo @lament ore trigger_once works perfectly fine for me
huh. lemme add one to my map in a sec
maybe a name without the "_" symbol?
the _ shouldn't matter
i'm a child so i named the target name "bitch"
if _ ends up being the problem then I have several questions for Unity
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

again, cant remember what it was
so how is it bread? did it work?
bread you doin' alright?
...i think we lost him
He died from the overdose of func_door
lol
hlrad takes forever due to map size
I have one question for unity.
hirad?
Who do they think they are
i should have tried it honestly, takes a minute
HLRAD is the half-life counterpart to quake's LIGHT compiler program
Valve renamed it to HLRAD for whatever reason
because half life is rad?
tru
not if you ask Civvie tho
also I didn't realize Civvie is actually in this discord lmfao
Imagine not religiously liking HL1
heretic
is it still loading bread? i cant imagine having to wait that long for a test
it just finished
wow jesus
yeah it takes longer than it has any right to
really wish I could just not run light but I have that lightmap issue
I think you can use custom compilation tools with JACK which are little more optimized
alright it's the moment of truth
was it the problem?
welp shit
can you show your property setup for the door and the trigger?
jsut curious
here I included the .map this time
there's two doors to the left of the spawn, one with underscore one without
neither work
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
my man the map is like 1/2 the size after i compiler it
jesus
compiled*
iet's hope it works magically
wtf lol
does trenchbroom enforce the arbitrary map size limit?
actually I think you can increase the map size limit in tb
I included the wads
@solid isle what's your angle value
probably
no matter what I set it to
you used 2 doors and 2 triggers did you? and one of them has a "_" in the name? @lament ore
It's like it doesnt recognize JACK's angles
because the left door works, and the right one doesnt
angle should be -1
angles should be empty
no wait
oh, so I'm missing angle
actually both work sorry bread
does TB automatically have 'angle' instead of angles?
here's the recompiled map again so you can see for yourself
I think it depends
ok yeah with ericw's tools it works
Think the sdk just doesn't read the angles one right now
maybe this is because I'm using the AAATrigger texture
yeah just try adding a angle one with -1
and the map size being smaller is probably a nice thing
what's the difference between the tools you use and ericW's anyway
Yes
- the light works it seems
thanks Jakob, u r a sainte
no problem bro
angles should work in a patch or 2 I think cus zombie knows about it
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
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
huh kinda makes sense actually
nbd though it just means I should not use AAATrigger out of zhlt.wad. I can just make my own named something different
alright, I've got all of E1M1 done except for the big secret and the secret in the zig-zag area
oh hell yea dood
but now that I can use doors, I can finally do those
cant wait to play it
are you going to be remaking doom levels or go with your own thing after it
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
wait what
really?
yeah
I think Slayer Testaments is remaking the first episode
but like, not at all in the last 20 years
only the occasional map
I remember there being a Half-Life mod that remakes Doom in Half-Life but idk how much of it
that's the most suprising thing i have heard in years
yeah
you got all these Doom 3 remakes and all that shit, but not in Quake
you would think this is just something that 100% should exist
it's doom and quake goddamnit
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
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
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
This channel is so uncanny, I am not used to strangers being friendly and helping each other on the internet
it's great, innit?
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
which map?
the E1M1 I'm making
o nice
I was referring to the effort of remaking the entirety of a game in another engine lul
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
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
uhhhh
so you probably meant something else
basically I meant "make a map between remake levels"
ohhhhhh alright
but yeah i still think it's much cooler to see personal maps more than remakes
everything up to you of course
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
lol
I can dream
I am never making an outdoors map again unless this lightmap issue is fixed fuck this lol
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
idk how that person did that cuz I tried it but I thought lights got capped at 255 brightness
he said it was like 1200
i think this was the example?
also "depends on the distance"
Hm
sooo play around, see if it does the job
Isn't light_environment from Half-Life capable of cranked up brightness levels?
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
I was able to get it working in an old build with ericw's tools but not anymore
huh weird
actually you know
there was no difference sometimes
like 1-2-3 didnt matter
but 4 showed results
I think you need to use a parameter in ericw's light.exe tool to get a minimum light level.
and then again 4-5-6 didnt matter
That's how I did it.
what param? I tried ambience before and it didn't seem to do anything
Wait, nope. TyrUtils.
TyrUtils has the -light parameter that lets you set the minimum light level.
hold up, compiling
Was that door texture always like this?
nope, but the sdk screwed up a lot of things
it's an early release don't forget
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
these things will be fixed
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...
The scale was changed.
@tall zenith I know, but I wasn't sure if this had been reported yet π
the map scaling for custom levels shouldn't affect how the movement feels in the campaign though, right?
Oh, I'm not sure.
So how's process with you guys maps going?
I just can't decide which direction to take mine
I made 3 rooms and fully detailed 1
Is it an interior map or exterior?
Interior
okay this just in neither zhlt nor ericw-tools have an up to date command reference online which is incredibly annoying lol
Can I see a screenshot?
So i think -soft and -extra are a thing but i dont know more
hmm, at least the docs for light on https://ericwa.github.io/ericw-tools/ have -soft
and -extra(4)
so, think those docs might be up to date
see if I set the minimum light level to 255 in ericw-tool's I get a change but it's.....wrong
... the hell
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.
Try 14 my man
I know it's a small value but still
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
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.
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
Wait what really? Mu older maps are fucked then
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
Might be the case, but who knows
this is how fullbright should look
Wait wait hold on
Bread, when i loaded up your map to test triggers it was fullbrught
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
Bright*
let me send you the latest one
Not at the computer atm sadly
you use tb+ericw ya? I'll try on my end
Tb didnt even load the map
I just ran ericw's through it
Trying with TB and running ericw's tools resulted in a completely black map for me lmao
oh huh
Also isnt my gameplay video fullbright?
Yes?.
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
Ohhhhh i see
in the old build I could just skip running light/hlrad altogether
But yeah i compiled through ericw's and it was still fullbright
I'll send ypu the bsp in the morning
Yes
All default, but MAYBE -soft but probably not
Also i havent updated my tools since august
Latest Ericw build is from March 2019
Guess that doesn't matter then
Although that is a pre-release build, maybe I should try the latest stable
Maybe i should point out that i use Necro's compiling GUI but that shouldn't matter?
It has all additional commands optional tho
When you're back on your comp can you send me a screenshot of what you've got going on inside necro
Alright
It should be either all default or -soft tho
kk
also light is a worldspawn key, not commandline argument
I know, I have it set
in Quake to get fullbright scene, you just don't run light.exe
I know
aren't lightmaps broken in Dusk though?
no
Also i'll be back in like 9 hours because it' bedtime sooo gotta wait
But i'll still be here for a while
They're grayscale unless you use Half-Life BSP tho
yeah, lit file support should be easy to implement
lit π
π π 
Just like quake 2
Quake 2 has unlimited dankness 
Good map name: Unlimited Darkness
doom 3 has entered the chat
Lmao.that unlimited darkness could make a good βflashlight brokeβ map
Better not need to carry it and fight enemies at the same time
so like, set it down to a place, fight enemies
Yeah and you have to pace it
.... or you could just yeet it at the enemy and shoot
That would get annoying really quickly is the thing, because then you'd have to stop and pick it back up
That would be its best use
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
I would love to have a lantern type thing on the belt like a flashlight
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
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?
8192 brushes, 64K surfaces in Quake2
Oh damn that's a lot actually
although you can reach 64k surfaces in less than 8k brushes
Bruh why surfaces tho that's weird
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
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
here is nice explanation how BSP works: https://www.youtube.com/watch?v=yTRzfKh4Tg0
Another project I did for school. There are no code examples here, but this illustrates the basic concepts behind a first-person 3D rendering engine.
Ey thanks, i'll check that out later
Could be nice to know
REAL MEN don't need an assault rifle to protect their children from 30 to 50 #feralhogs
Download the map here:
https://t.co/kQDFCHypeq https://t.co/jXwOghjSq7
I should convert my feral hogs map to dusk when co-op comes out
ye
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
We wish
Sky boxes dont work yet
So for a nighttime setting your only option is a huge black box rn
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?
Did you add a wad with textures?
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
Where do I place entities.txt and palette.lmp in trenchbroom?
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
Nope, the path to the map file is D:\Games\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\duskmod\maps\unnamed.map
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?
The working directory is ${MAP_DIR_PATH}
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
Yes
I've got palette folders in basically every directory level, it took a while to get it working π
Here are my compile settings
Have you used tutorials or just figured it out?
Mostly just figuring it out by searching this channel
I couldn't find alot of documentation around ericw tools
Try watching dumptruck_ds's video on setting up trenchbroom, see if it's any different
From what you did
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!
So how do I add dusk enemies into a map?
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
Oh, cool, thanks!
They aren't going to show up in the editor of course but will show up in game
Make sense
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.
Ey nice job my man
Hello world
Enemy rotations will be fixed in a hotfix soon btw
Love how Quake maps replace their enemies with respective DUSK enemies.
That's pretty cool
I guess trenchbroom needs every brush to be six-sided? I've mostly worked with hammer so this is new to me.
@gritty forge you can clip brushes to make them 5 sided, and there's a union command to create more than 6
Cool, thanks
Have you joined the TB discord?
Nope, just getting started. I might give jack a shot too and see if I'm more comfortable with that
cool bud, there's a lot of info for TB but you kinda gotta go looking for it
How do you get a door to swing open like the regular Dusk levels? π€
Iirc rotating doors are not added yet
seems so
Door linking seems to be a thing for the next patch though, which will allow for some more stylish doors π
@lament ore Here's my footage, sorry for abysmal quality
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)
That's an oversight, since FuncDoorSecret is based on FuncDoor
I'll add it to my notes
yay
how do you enable fullbright?
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
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
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
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?
Ah, okay
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
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 π
wrong palette.lmp ?
And there is a second problem pallette window does not work π
I can't click on it, it's just... unklickable

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
is this trenchbroom?
nah
then wait for someone whos using jack
cuz mainly ppl are using trenchbroom here and have no issues

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

Dang it. so bad to be lazzy
you can just use hammer
