#dusk-modding

1 messages · Page 29 of 1

still raptor
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you dont have to use tb

proven agate
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rly? 0_o

still raptor
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yes

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anything that compiles to q1 bsp, or hlbsp

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JACK, Hammer, TB, etc

fringe nymph
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ye

proven agate
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Wow zer chonk chonk

fringe nymph
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anything that suits you and can be properly compiled

hard pollen
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Yeah but can I just make the models in a 3D application and then import them into Trenchbroom and do it that way?

ebon jetty
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does anyone know of the way to make water animated NotLikeThis

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my brain is dying

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the water is killing me

fringe nymph
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for now you cant irc

still raptor
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not yet

hard pollen
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Also hi Scott.

still raptor
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hi

ivory magnet
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How're you coping with no access to an arcade?

still raptor
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💀

ebon jetty
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heh

proven agate
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Soa... if i want to create some entities i must use some of theese hl and quake fgd's? yeah?

iron needle
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@ebon jetty not supported YET

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it will be

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just do func_water and you should be fine for now

alpine depot
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what's an fgd lol

ebon jetty
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okey dokey

alpine depot
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oh they're custom models or something like that?

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man i'm such a noob to this stuff lol

hollow laurel
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it's basically a definition file for what entities are available along with what properties they can have, what models to display for enemies/items etc

alpine depot
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ohhh

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yeah i just found a tutorial on this stuff

pale pendant
hollow laurel
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there's no official fgd for dusk yet, since they're still working on getting entities to work and generally make the basics work

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awesome

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that is so awesome

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DUSK Force when?

pale pendant
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ASAP

iron needle
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@pale pendant isn't that a raven game?

pale pendant
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@iron needle YUP

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Runs on Quake 3 engine so all maps and textures work.

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Now I wait for skybox and scripting support lol

iron needle
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huh I thought all their stuff was rbsp

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@ancient depot

pale pendant
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Nah

hard pollen
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Now all I need is a func_physbox couch.

sly flicker
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func_vehicle couch when

small gate
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mfw rolling in temple mystica with the boys on my func_vehicle couch

hoary juniper
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Elite Force was the shit

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Grizzly, you are a man of good taste

hard pollen
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So um, question. Why is my map all dark and not have textures.

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Would've thought the WAD would've compiled with it but I guess not.

small gate
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"all dark" sounds like you didnt bake lightmaps

proven agate
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Bajs i got it! (i think) There is somewhere i find dusk.wad for TB, This is one is Wad2 (quake) right? and HL using Wad3, right? 0_o

hard pollen
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I mean, I placed lights in the scene, the compiler says it should be compiling lights, I'm not sure why it ain't working.

proven agate
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Dang it.. can i compile all the dusk texture to wad3 .wad? BigThink

hollow laurel
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hmm, out of curiousity, what are the _n textures for?

pale pendant
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@hoary juniper Haha thanks! Ever since the DUSK SDK was talked about I wanted to import all the Elite Force maps. Played more Elite Force than Quake 3 back in the day lol

hoary juniper
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Same

hard pollen
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Okay so I checked the compile logs, turns out it's not finding the textures.

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This is, frustrating,

still raptor
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declare an absolute path

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not relative

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that should fix it

hard pollen
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Was already doing that and it didn't work so I tried relative thinking it would fix it.

still raptor
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can you upload your .map file hjere

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ill check it out

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or dm it

thorn nova
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What is the folder pathing for mods again? For example the path for one of my mods is: "local-jerma death sound-sounds-player-death.flac". Is that the proper folder pathing?

ancient depot
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@iron needle Pretty sure only SoF2 & the Jedi Knight games use RBSP

iron needle
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damn

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I really want Dark Forces II levels

hard pollen
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RAGE maps though.

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Imagine that.

pale pendant
still raptor
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wild

pale pendant
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If DUSK will allow a soundboard via chat commands my life will be complete lol

hollow laurel
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there's something nice about decorating with brushes

iron needle
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hotfix is up

rapid crown
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WHAT DOES THE HOTFIX DO?

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oops caps 😄

iron needle
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patch notes coming

hollow laurel
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woo

iron needle
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mainly linked doors work now and monster rotations should be correct

hollow laurel
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ooh, neat

gritty forge
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What's in the patch Dave, what's in the patch?!

hollow laurel
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f5f5f5

iron needle
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patch notes up

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just a small hotfix nothing major

hollow laurel
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still something :p

rapid crown
pale pendant
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When you say linked doors @iron needle do you mean the doors like in Elite Force where they are 2 halves basically?

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Cuz only one side of the door opens at a time in the EF maps lol

hollow laurel
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think so, it's also used for the first door in quake iirc

iron needle
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correct yeah

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those should all work now

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OH

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forgot something

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doors close after a certain amount of time now too

pale pendant
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YES

hollow laurel
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yay

pale pendant
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I was messing with the EF maps and was just about to mention the door bug

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And yeah they do close now after a bit! Nice!

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Now if only they would open based on proximity like in the og game. hmmmmm

unique ocean
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Is there any way of configuring jump pads as of right now?

vivid blaze
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@unique ocean You can change the pad strength

unique ocean
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what is the value for that in the editor?

vivid blaze
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“amount”

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In TB at least

unique ocean
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thanks

pale pendant
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Will stuff like jump pads, ramps, and teleporters all have to be configured manually from pre-existing maps, or will the SDK eventually enable those automatically?

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Like if a bsp from Quake 3 has teleportors will I always have to go edit the map to work?

still raptor
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@rapid crown im working on that right this second

rapid crown
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oh awesome. I also noticed things like light flicker doesnt work

hollow laurel
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awesome

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since my map has a bit where you fall into a dark place and lights go on before some doors with monsters open up

still raptor
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light flicker probably wont be supported for a while

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we're just trying to fix the basics right now

hollow laurel
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well, that's fair

rapid crown
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of course mate

hollow laurel
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since can at least get the basic lighting done

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also.... how does dusk handle render culling?

still raptor
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atm its just frustum culled, because we dont use vis data yet

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thats a work in progress

hollow laurel
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yeah, just wondering since.... i might've yeeted what i'd made of my second map into the first so they'll just be one big ol' map <_<

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but, watching it all at a distance is still 144fps for me so.... yeet

fluid nimbus
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is there really a big necessity for culling in a game like dusk tbh

hollow laurel
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guess it depends on how crazy you go with the dynamic light props, and.... overdoing geometry

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which at least ericwa's compiler sortof helps with since it limits brushes to 128 sides

still raptor
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hey @rapid crown would you mind uploading that bsp

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so we can test the lightmaps

rapid crown
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oh sure

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2 secs

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you want me to dm you?

still raptor
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sure

fiery badge
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Never made any map before but Im gonna attempt one for dusk

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wish me luck

fiery phoenix
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I'm assuming there is no SDK wiki/tutorial yet?
Given it just released I wouldn't be surprised but doesn't hurt to ask

fiery badge
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It works with trench bomb apparently so I can use tutorials for that

still raptor
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no wiki yet

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but we have plans to do a proper one

fiery phoenix
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Alright thanks!
I'm not in any rush so I'll probably wait for this so as to not mess everything up and get frustrated

gritty forge
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were dusk wiki master @

modest imp
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The frustum culling seems to do a good job at keeping things optimized. Would visleaves really be necessary outside of excessively large maps?

still raptor
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basically thats what its for yeah

modest imp
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Fair enough.

still raptor
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stuff like ad_sepulcher

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that shit needs vis

modest imp
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Arcane Dimensions does get pretty batshit.

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Work of art, it is.

fiery badge
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is trench bomb good for beginners?

hollow laurel
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yeah, it's really easy to use imo

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went from worldcraft 3.1 to it :p

modest imp
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As much as any old school mapping tool, at least.

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It's definitely stable and well-made.

fiery badge
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it asks what type of game I want to make a map for, like quake, quake 2

hollow laurel
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quake is good to start with

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since no official definition file for it yet

fiery badge
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yeah, to use dusk textures would I just rename the entites so it would use it when loading ?

hollow laurel
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there's a wad with the dusk textures stickied

fiery badge
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thanks

hollow laurel
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basically, check trenchbroom tutorials on the basics of setting it up and mapping, check the stickies for the basics

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and if none of those covers it, just ask away

fiery badge
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before I start watching those videos, how would I load up the dusk wad? I tried dragging and dropping it but it just crashed

hollow laurel
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you first start up a new map, then check under view that inspector is open, go to the face tab and in the bottom you have texture collections

fiery badge
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alright thanks

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all the textures are appearing black

vivid blaze
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have you set the path to Quake's folder?

fiery badge
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just about to do that

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I didnt have my quake folder and all that set up but now i do

rapid crown
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good place to start mate

fiery badge
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yeah thats the video in using

rapid crown
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ah cool, watch the whole series it's very informative

balmy thorn
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@iron needle If a trigger/item’s target is the name of an enemy will the enemy spawn when it’s touched/picked up yet?

honest stag
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That shouldn't work

iron needle
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is that a thing in Quake?

honest stag
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Normally you would trigger a teleport which would teleport someone from a room outside of the map

iron needle
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it's not a thing currently

fiery phoenix
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So I just setup everything according to the video you guys shared and everything seems to be working fine, but I'm not sure what I need to do to access Dusk entities

honest stag
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Create a point entity and name it something from the entity
txt file from the pinned messages

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It will be in game like normal

fiery phoenix
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got it, thanks!

rapid crown
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@honest stag do you just change the name? For instance change monster_army (Quake) to monster_gman (Dusk)... ?

honest stag
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Yeah
Also some quake monsters just turn into dusk monsters

rapid crown
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oh cool. Not played with entities yet

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thanks

honest stag
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Anyone dropped any maps while i was sleeping?

balmy thorn
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@iron needle Ugh, I keep mixing editors for some reason. Yeah I guess we'd need a monstermaker or a similar entity to make that work 😉

sullen bane
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is DUSK SDK windows only?

honest stag
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There should be linux and mac files in the sdk folder

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I think

tropic vapor
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I think I'm going to try and re-create a map from UT' 04, I'll just have to port it for duskworld when the sdk supports it

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Hopefully that isn't too difficult

rapid crown
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oh what map?

tropic vapor
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Facing Worlds :D

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Or Face depending on which version you're thinking of

rapid crown
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ah, well that's an og UT'99 map 😉

tropic vapor
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Ye

rapid crown
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good map

tropic vapor
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Seems simple enough to make for a first map, I've never done any kind of mapping from scratch so I think it'll be fun to learn

still raptor
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for now it is windows only

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but other versions are planned

rapid crown
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@honest stag any idea why my enemies have no skins when i play the map in Dusk? Tried a minute ago and it was fine, then went back and added a couple of enemies and now none have skins?

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@tropic vapor well good luck mate

tropic vapor
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Thanks!

honest stag
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What do you mean "skins"? They don't have textures?

rapid crown
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yeah

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they did at first, but now they don't lol

honest stag
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Huh never seen that before, no clue actually

rapid crown
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hmm

honest stag
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Shine a flashlight on them

rapid crown
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@still raptor any idea why the enemies wouldn't be showing textures? They were originally, but now they're not. Just a grey scale....

honest stag
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That probably sounds stupid lol

rapid crown
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nah i'll try it

honest stag
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Oh what the fuck

still raptor
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seems like youve had an error when it went to load the enemies

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what did you change

rapid crown
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i just added a couple other enemies

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I'll try removing them again

half dust
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That's kind of what my objects look like.

rapid crown
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okay so I took them all out and nothing changed

still raptor
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if you send me the bsp i can have a look

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this will be easier in the future when you have a console that will report errors to you

rapid crown
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okay 2 mins, just trying something

tropic vapor
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Are most people using trenchbroom for map creation? Or J.A.C.K?

honest stag
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console oh yes
both

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but most use TB

tropic vapor
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Gotcha

honest stag
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also hammer

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basically things that make bsp files

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hl1/quake ones at least

tropic vapor
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Yeah, I've worked with Hammer a bit before, the map took overnight to compile lol

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But the map was also really bad

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and huge

honest stag
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bsp2 works too right?

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ey first experience is unforgettable

tropic vapor
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Is there a format that works best with dusk? or should I just create a new engine profile

honest stag
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bsp works just fine

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not the source engine bsp's tho

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actually i'm a total idiot

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dont listen to me i barely know what i'm talking about

tropic vapor
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Haha

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No worries, I'm lookin up a tutorial for TB for now

alpine depot
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i wonder if it'd be good to use both hammer and trenchbroom since trenchbroom doesnt seem to support cool stuff like func_breakable, like bring in the map to hammer and add more advanced stuff that way?

tropic vapor
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Gotta have the dusk textures available etc.

alpine depot
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i dunno how modifiable trenchbroom is in that regard so lol

honest stag
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func_breakable is supported in trenchbroom for dusk tho

alpine depot
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i dont see a func_breakable anywhere wha

honest stag
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yeah you dont see it because it's a dusk thing
you name a brush func_breakable and it breaks in dusk

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not in quake

alpine depot
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oh ok thats kinda fuckin neat

honest stag
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still need to specify a health amount of course

tropic vapor
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Seems like in TB when you specify the game path it has to be a specific folder or not all textures get picked up in the browser

honest stag
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you trying to add quake textures or dusk ones?

tropic vapor
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Just dusk for now

honest stag
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for dusk textures check the pins for a dusk.wad

alpine depot
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oh my god how did i just figure out how to texture specific faces of a brush

honest stag
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and use that

tropic vapor
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Ahh

honest stag
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aqua no
do you use the uv editor?
if select one face of a brush you can

alpine depot
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i feel like a lot of hammer knowledge can sort of transfer over to trenchbroom, it feels very similar

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i just shift-clicked a face n changed a texture that way

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in the Face tab of the inspector thingy

honest stag
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yeah that thing is great

alpine depot
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i didnt expect it to be so powerful it's nuts(.wad)

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how many quake units tall is dusk dude? the scale is always so wonky to figure out

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i read before it was around 96 units but it doesnt feel very accurate to me

honest stag
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Darth Zombie tuesday, 5:25
The new patch will scale down by 32x

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...i dont think i understand that correctly

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because you know, 32x is kinda a shit ton

tropic vapor
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How would I add the wad to trenchbroom? I've tried putting it at the game's root dir so TB can see it but no dice so far. Do I need to unpack it first?

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The quake mapping wiki is pretty old, prob for an older version of TB

honest stag
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click "face" in the upper right corner
then down below - thexture collections
click add
then select the wad, and then "absolute path"

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also i suggest dumptruck_ds's tutrorials on youtube

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they are pretty new

tropic vapor
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What if add is greyed out?

honest stag
tropic vapor
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Mine has that split into Available and Enabled sections, I see a plus but they're greyed out 🤔

honest stag
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...huh

tropic vapor
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I'd send a pic if I could, I'll link one

vivid blaze
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are you in the face tab?

tropic vapor
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Yes

honest stag
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oh wait

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yeah

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what the hell

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maybe you're using a different version of TB?

tropic vapor
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Thats the latest TB build, when I pointed it to the Dusk\SDK\mnt\local\dusk\textures folder it did find textures but only ones in the subfolders

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like items/monsters, etc

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but not the top level ones

honest stag
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i havent updated tb since august lol

vivid blaze
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you have to use the wad

tropic vapor
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Right, but where do you add it to TB? In preferences you set the game's path, or you can add an engine

vivid blaze
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well, that's the thing

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normally you just hit the + to add it

tropic vapor
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Ah

honest stag
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you should be able to do that from the texture collections thing yeah

tropic vapor
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I should grab an older build then

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I'll ask in their discord to see if its an issue

honest stag
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yeah good idea

tropic vapor
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Thanks for the help in the meantime

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I'll check that guy's channel out for more tutorials

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Apparently the Generic engine does not load .wads, only loose textures! So I probably have to pick one of the Quake options to run with

honest stag
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oh there it is

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quake 1 works, 3 should work(?), 2 doesnt(?)

bleak reef
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correct, Quake II doesn't work

honest stag
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muh boy quake 2 left out

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again

alpine depot
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quake 2 is cool too >:(

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i like 2 a lot better than quake 1

honest stag
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i dont see several people typing

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weird

fiery badge
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currently having trouble compiling my map

tropic vapor
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I'll try to pick quake 1 to work with first

vivid blaze
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figuring out how to compile was the worst

honest stag
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what tools are you using?

vivid blaze
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do you have qbsp.exe?

fiery badge
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Im gonna try and copy my dusk folder to the same place where all the stuff is

alpine depot
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my func_breakable isnt working wtf

fiery badge
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what exactly is qbsp.exe?

vivid blaze
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it converts the .map file into a .bsp file

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you'll have to find it online

honest stag
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aqua, did you add a "health" property?

alpine depot
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yeah i set it to like, 5

honest stag
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huh weird

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and which editor do you use?

alpine depot
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trenchbroom

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latest one

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(obviously but still)

honest stag
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and compiling tools?
because someone had issue with those breaking triggers

alpine depot
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i forget what it's called but it's the compiling tools from the tutorial

vivid blaze
honest stag
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ah alright
that's very weird

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can you send me the bsp/map file?

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i'll try to figure it out

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see if it works

fiery badge
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thanks

vivid blaze
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go ahead and get light.exe while you're at it

fiery badge
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got it

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now where do i put these two exes?

vivid blaze
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i put mine in Quake > id1 > maps

fiery badge
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all right

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didnt seem to work, should I put the two exes in my working folder?

vivid blaze
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this is just my setup, but it works

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"export" exports the .map file to the desired location

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you first run qbsp.exe. point to the folder it's in

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in the parameters, first put the file name of the .map, then the name you want the .bsp to be

fiery badge
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Im trying to start qbsp.exe but it keeps immediately closing

vivid blaze
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oh, my bad

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you don't actually run qbsp on its own

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i meant through the compiler

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sorry, I'm bad at explaining this

fiery badge
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its ok your still a lot of help

fiery phoenix
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Seems like I'm correctly setup and I've been having some fun mapping already, but is there a way to change the default light level so I don't have to put light entities everywhere ?

fiery badge
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wait I think i know how to get them working

vivid blaze
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idk, ambient and sunlight don't seem to work for me

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but they're working on fixing some other issues with light, so we'll see

fiery phoenix
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Guess I'll have to wait for SDK updates then, no big deal I can still make fun maps this way

fiery badge
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nope didnt work

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vapor what compiler are you using

vivid blaze
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Trenchbroom's

fiery badge
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I have compiling gui

honest stag
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hey i'll take a screenshot of mine so you can check it
it's necro's right?

fiery badge
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believe so

honest stag
onyx marten
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uh i got a dumb question. when does it make sense to make a brush func_detail?

honest stag
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same question honestly

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google says

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"The only purpose of func_detail is to be ignored during the VIS leaf preparation stage of VBSP."

fiery badge
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gonna try and use t renchbrooms compiler isntead of the gui one

honest stag
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or as someone put it more simply

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"removes needless calculations"

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but i dont think dusk supports it yet?

onyx marten
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alright, not quite sure what to make of that but thanks 😄

rapid crown
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it basically ignores the func_detail when building the map, and just calculates teh visible space using the 'hull' of the map

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I think

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fewer calcs I believe

onyx marten
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oh ok, i did create some in a map and they showed up in game. yeah i always saw it as a means of lowering the calcs but i dunno

rapid crown
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yeah they still show in game

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i'm only kind of learning this stuff myself, but it's something like that

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there's a good Quake mapping and Trenchbroom discord where you could probably find out a lot more

iron needle
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Careful some of those places despise Dusk

onyx marten
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im not really experienced in mapping but tried some cs go mapping in hammer and think i heard that stairs for example should be made func_detail and i just did it but im not sure if it makes sense. yeah maybe ill try there

honest stag
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wait what

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really?

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why

rapid crown
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@iron needle which is actually bloody stupid but yeah

onyx marten
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@iron needle why would they

iron needle
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Cause it's not Quake and I'm not a Quake modding vet, basically

vivid blaze
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lame

honest stag
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huh so elitist asses or something

rapid crown
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it is lame honestly

onyx marten
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lol that is lame

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yeah but they dont have to know im asking for use in dusk

iron needle
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Very true!

rapid crown
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ofc they don't. TB is a great tool in it's own right, just go and see what you can pick up there

vivid blaze
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they'd probably be extra mad knowing that we're using quake mapping tools for Dusk levels lmao

rapid crown
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As an aside, a word to the wise. Don't be a dumbass like me when you're testing your map in the SDK. If you don't want to see the enemies in Dusk naked, make sure you don't uncheck the Dusk mod :D

iron needle
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lol

honest stag
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oh so that was the problem? lol

rapid crown
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thanks to @still raptor for helping me realise I'm a tit 😄

honest stag
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i would be so mad if that happened to me

rapid crown
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yeah I totally facepalmed when he asked me if I'd unchecked it

vivid blaze
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exactly how do textures like chainlink fences and trees work?

honest stag
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they dont right now
no transparency

vivid blaze
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ah

honest stag
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for q1/hl1 bsps according to zombie

still raptor
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transparency will come soon im sure

fiery badge
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I feel like im so close

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But they just wont compile

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let me take a pic and I can show you the erros

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errors

honest stag
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that really weird
you have all tools, everything checked, and select a .map file to compile?

onyx marten
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alright for those who are also not sure on func_details i got this answer

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Func_detail make sense on anything that's not going to seal the outer hull of the level or block visibility of a portion of the level. Stairs can make sense. Small detail geometry like a trim piece on a wall that's sticks out 8 units to create a shadow line.
A wall that separates two rooms is something that should probably not be func_detail

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plus i didn't blow my cover

iron needle
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Ahhhh that makes sense

fiery badge
thorn nova
#

I'm gonna turn the welder into Mike Stoklasa

fiery badge
#

this is trenchbrooms compiler

rapid crown
#

plus i didn't blow my cover
legend LOL

sturdy tide
#

I'm gonna turn the welder into Mike Stoklasa
the hero we all need but don't deserve

rapid crown
#

@fiery badge have you tried using Necro's GUI for the compiler? Or do you just want to stay inside TB?

fiery badge
#

I have tried that as well

rapid crown
#

okay. Sorry I haven't seen all of your messages, what's the problem?

fiery badge
#

It wont compile

rapid crown
#

just not compiling?

fiery badge
#

Yep

#

I think its an issue with the .exe files i need

rapid crown
#

also where do you have TB installed?

fringe nymph
#

ppl are not using compiling gui instead they use trenchbroom for that?

fiery badge
#

I copied them into the id folder to see if it would work instead

#

it didnt

rapid crown
#

all my working .map files are in a QuakeDev > working folder, and they compile into the id1 > maps folder. I then ctrl+v into the SDK maps folder to run in Dusk

fringe nymph
#

thats weird

rapid crown
#

@fringe nymph I'm using Necros GUI

fiery badge
#

I did try using compiling gui and ericw tools but it didnt work

honest stag
#

have you tried to follow dumptruck's tutorial step by step>

fiery badge
#

yes

rapid crown
#

hmm

honest stag
#

man that's so weird

#

hold on

rapid crown
#

but Dumptruck uses Necros GUI

honest stag
#

i'll dop a map file and you try to compile it

#

drop*

#

maybe it's an issue with your map i dunno

rapid crown
#

send me the map @fiery badge ?

honest stag
#

here try to compile this

fiery badge
#

wait a set im gonna try to use gui one more time

rapid crown
#

@honest stag what .wad are you using?

#

oh i see them

honest stag
#

dusk.wad and quake's "start.wad"

#

for those sweet quake textures

rapid crown
#

says you're using dusk and hipnotic

honest stag
#

oh yeah then that one
i just had a bucnha quake wads with textures

#

here if you want them

rapid crown
#

yeah I got them already bro thanks

fiery badge
#

gonna try to combile crash.map

rapid crown
#

@honest stag cool map bro 👌

fiery badge
#

wait a sec

honest stag
#

ey thanks, it's an old one tho

#

i uploaded a newer one to the addons section of moddb

rapid crown
#

lol what's with the forklifts on their side 🙂

graceful hinge
#

how to keep doors open? 😮

rapid crown
#

Oh hang on, is that the problem I was reading on here about entities not rotating correctly? I see the lamp posts are the same

graceful hinge
#

yeah a lot of the props need tweaking. i imagine they'll all be aligned as expected eventually

#

just involves a bit of tweaking atm

fiery badge
#

HOLY SHIT

honest stag
#

also

fiery badge
#

I am special

honest stag
#

oh my god i forgot

#

basically all props used to be rotated wrong

fiery badge
#

The reason it wasnt working was because I put A SPACE in Dusk Dev

honest stag
#

so you had to rotate them manually

#

but then a patch came out

graceful hinge
#

rip

fiery badge
#

I just renamed it to duskdev and now it works

honest stag
#

and now all props on old maps are on their side

scarlet fjord
#

nice

fiery badge
#

big brain

graceful hinge
#

yeah i spent some time flipping the lamps around lol

honest stag
#

i think i can fixing it by just selecting everything and removing the "euler" property altogether

#

fix*

rapid crown
#

@fiery badge I saw you had it as 2 seperate words... should've realised

fiery badge
#

welp

onyx marten
#

all this random rotating of entities really messes with me

rapid crown
#

shit happens bro, least it's fixed 🙂

honest stag
#

welp you dont need to anymore!

rapid crown
#

@honest stag what's euler?

graceful hinge
#

well some of them are still in odd positions, one of the light fixtures is now different, but upside down instead? 🤔

#

ya the steady updates is reassuring. They'll handle it~

onyx marten
#

how do i dont need to anymore?

#

ah did the new update fix it?

gritty forge
#

Trying to get JACK set up, I've got everything working except for textures showing up in editor. Anyone know how to do that?

#

JACK seems to want a .pal file instead of a .lmp

honest stag
#

euler is a value used to rotating props/dusk enemies because "angle" doesnt work for them
and for the first few builds all dusk entities were on their side so "euler" was added and we had to rotate them manually

#

oh my god i have to go back and remove it cuz now everything is on the side

#

shit

rapid crown
#

ah right, so we can use angle now?

honest stag
#

no you still use euler, you just dont have to use it all the time for all props because they spawn standing correctly

#

euler needs an "x y z" amount, so for example to rotate props upright we had to use "0 90 0" most of the time

rapid crown
#

gonna sound stupid, but where/how do i use euler? Do I add it to the entity key/valueus?

honest stag
#

you add it like a property

#

same like the "angle"

rapid crown
honest stag
#

yep
just make sure you only add it to entities

rapid crown
#

ok cool. thanks. I'll try to remember that

#

@gritty forge I have a quake1palette.pal file if you'd like it?

gritty forge
#

I have one already, thanks. But it doesn't seem to work when I add it to JACK.

rapid crown
#

oh okay. I know zero about JACK so can't help I'm afraid

honest stag
#

hm? you dont need to add it to jack

#

it's a file you drop in your mod folder

#

or am i wrong here and you mean something else

lament ore
#

@honest stag my map has a skybox remember? it works fine lul

honest stag
#

you mean the default skybox or

#

oh also didnt you ask me for something yesterday? i forgot sorry

rapid crown
#

@gritty forge do you not need to just add the .wad to jack? Or does it require the .pal as well?

honest stag
#

oh yeah right your bsp

lament ore
#

screenshot of your Necro gui

honest stag
#

ah oh

gritty forge
onyx marten
#

ah yes another question, do other skyboxes than the default one work?

honest stag
#

nope

graceful hinge
#

not yet

rapid crown
#

have you tried using the .Imp @gritty forge ?

graceful hinge
#

custom are planned

lament ore
#

@gritty forge the dusk wad doesn't work properly in JACK because it's a Quake format WAD2 file whereas JACK is intended for Half-Life and expects Half-Life WAD3 files

gritty forge
#

Ah, I see

lament ore
#

It's been decided in the future that dusk.wad will be WAD3, but for right now your options are to use a different wad, or extract the wad and make your own WAD3 using either HLTextureTools or Wally

#

I'll be doing that myself when I get around to texturing my map

gritty forge
#

Cool, thanks.

honest stag
#

also

lament ore
#

Here's a huge collection of distributable WAD3 wads you can use if you don't want to mess around with Dusk.wad
http://scmapdb.com/textures

honest stag
#

zombie made a MakeWad program which just takes a folder with png files and well makes a wad

#

check pinned

lament ore
#

yes but it makes a WAD2 file so that doesn't do him any good

honest stag
#

ahhh damn

lament ore
#

itll be updated to make WAD3 when zombie gets around to it

rapid crown
#

you can also use TexMex to make wads

lament ore
#

HLTextureTools is essentially the same though, you can just plop a bunch of PNGs into it and it'll generate a WAD3

#

never used TexMex but if it supports WAD3 that'll work too

rapid crown
#

never used that before, will give it a bash

lament ore
#

Wally is the famous one but it's old and clunky imo

rapid crown
#

very clunky lol

alpine depot
#

wow ok holy shit trenchbroom is a lot more advanced than i thought what the fuck

#

i mean that in a good way

#

didn't know you could do so much with it

lament ore
#

yeah no tb has some cool-ass features. but it's also missing fundamental stuff like.....cylinders. and every other none-block shape

#

this is the """"easy"""" way to make cylinders in TB

graceful hinge
#

it works lol

rapid crown
#

lol

graceful hinge
#

true, not super efficient

lament ore
#

in JACK you just change your brush shape from block to cylinder and pick how many faces you want

graceful hinge
#

ooo

lament ore
#

glhf if you want to make a dome. not sure that's even possible in TB atm

#

in JACK just pick sphere and cut it in half

scarlet fjord
#

see I'd be dumb and still try doing it

rapid crown
lament ore
#

tb has the cool drawing feature that can be nice more making roads and shit like that though

rapid crown
#

easy primitives

#

lol

fiery badge
#

alright

#

so how do i get dusk entities?

lament ore
#

I have a placeholder custom fgd people have been using

scarlet fjord
#

that's witchcraft sixsik

rapid crown
#

@scarlet fjord it is, but it's not me lol

lament ore
#

it's hacky is what it is

graceful hinge
#

yo

#

neat

scarlet fjord
#

yeye, just replying directly

lament ore
#

when you have to rotate a bunch of blocks and merge them together to get a cylinder your map editor is probably missing some features

#

and like I said glhf making a sphere that way

rapid crown
#

oh yeah for sure, just showing that it may be hacky but it can be done

fiery badge
#

I just wanna make them monsters and place them regular shotguns man

gritty forge
#

I ran MakeWad and I still have the same problem with the new one 😦

lament ore
#

you'd probably have to rotate a bunch of blocks to make an arch and then merge that and then rotate a bunch of arches and then merge that to make a sphere

toxic forge
lament ore
#

@gritty forge did you miss the part where I said MakeWad generates WAD2 files

gritty forge
#

Ah

#

I did miss that

lament ore
#

np, use HLTextureTools

#

that'll make WAD3

scarlet fjord
#

my rule of thumb is the destination if anything. I mean, granted ease of acess and pregen brushed will help out no sweat, but that's not going to stop people doing it the hard way.

lament ore
#

@toxic forge how do you get it to work? For me in JACK they all show up as grayscale. Couple other people confirmed the same. Is there a pal file to use somewhere?

rapid crown
#

@lament ore that tweet i posted shows him making a sphere

scarlet fjord
#

besides, if the result is fun then it don't matter me none!

lament ore
#

I've been considering using JACK and TB in conjunction but we'll see

rapid crown
#

I've never used jack, does it use primitives?

lament ore
#

have you ever used Hammer

rapid crown
#

nope

lament ore
#

because JACK is essentially just Hammer rewritten from scratch

#

Worldcraft?

rapid crown
#

just TB and U Ed

lament ore
#

oh

#

well yes, JACK has primitives and prefabs

rapid crown
#

neat

lament ore
#

it also has -almost- all of the tools TB has with the exception of that drawing+extruding tool

#

and also the direct UV editor, but I don't think HLBSP would support that anyway

honest stag
#

Drawing is so cool for making fucked shapes
I aldo used it to make a nice coffin lid

lament ore
#

You can still do it in Jack, you'd just clip the edges of a brush into the shape you want

#

but the drawing method is faster yea

#

Jack also has the vertex editor so for a coffin lid you'd just pull the vertices of the top in

honest stag
#

Well tb has that too tho
But i dont really like using it tbh

#

Waut jack doesn't have a UV editor?

#

Hiw do you guys work with textures

lament ore
#

You can shift and rotate textures

#

This is how it was done for decades before TB

honest stag
#

Ah i see

lament ore
#

Keep in mind TB is a recent edition to the roster whereas JACK is descended from Hammer which is descended from Worldcraft, and Worldcraft is from a time where Quake was still new

honest stag
#

I thought tb was old, just updated
Not actual info, just what i thought

lament ore
#

I mean are we talking like 1996/1997 old or are we talking like a couple years old lol

honest stag
#

Like more than half my ago old

#

Age*

#

Which is like 10-11 years+

tropic vapor
#

Alright step one, tryin to launch a rectangle map in the sdk!

toxic forge
lament ore
#

Yeah okay so what we need is that Quake pal file

#

let me try to add it

toxic forge
#

also JACK can extract wads from maps

fringe nymph
#

i see dusk entities is still not here

tropic vapor
#

Can Dusk open .map or does it need to be formatted differently? like as a .bsp

lament ore
#

placeholder fgd to use

fringe nymph
#

@lament ore aye thanks

lament ore
#

it needs to be bsp

tropic vapor
#

Ok

fringe nymph
#

any supported bsp

lament ore
#

you need a bsp compiler toolset like zhlt or ericw's tools

fringe nymph
#

quake, hl, q3a

#

you need to compile it

tropic vapor
#

Then the result gets placed in my mod's maps folder right?

lament ore
#

yep

tropic vapor
#

Is it easier to launch the map from TB? or just open the map once the SDK launches

#

I'm assuming it needs a parameter or two to open the map straight away

honest stag
#

Waddya mean launch from tb?
To play it?

tropic vapor
#

Yes

solid isle
#

Just leave the game/sdk open

tropic vapor
#

Ahh

solid isle
#

you can "hot load" by just reloading the map every time it compiles

honest stag
#

Yeah you dont even have to leave the level when you replace the bsp with a new one

solid isle
#

oh?

tropic vapor
#

Nice

solid isle
#

Plus the game takes so long to start up that it would be a waste of time

tropic vapor
#

So once I save changes in TB I just run QBSP and its good to go? No compiling within TB

#

*open the .map with qbsp

honest stag
#

Qbsp is not the only tool you'll need btw

lament ore
#

QBSP, VIS, then LIGHT

tropic vapor
#

Ah, I should set those up to run in a sequence with TB then

lament ore
#

in theory not running light should give you a fullbright map but I've had trouble with that >:y

#

yes

solid isle
#

DUSK just doesn't load light period yeah?

honest stag
#

It does
It's just fucky

solid isle
#

oh

honest stag
#

Causes really bad shadows a lot of the time

solid isle
#

in... fullbright?

lament ore
#

@honest stag I'll try with the soft option when I get home, that's the only difference between your compile settings and mine

honest stag
#

No no i meant when you do try to lead the light

#

Load*

solid isle
#

Oh, I mean without lighting.

honest stag
#

Ah

solid isle
#

Is it just pitch black instead of fullbright?

lament ore
#

if you're not having an issue currently dw about it. It's probably exclusive to me

solid isle
#

I'm just curious lmao

toxic forge
#

I guess VIS is redundant at the moment, also consumes a lot of time

solid isle
#

I think vis helps to "nodraw" unseen faces

toxic forge
#

especially when you don't use func_detail

solid isle
#

unless that's handled by BSP

toxic forge
#

from what I understand it's not implemented in Dusk (and probably will never be)

solid isle
#

I mean, my outside faces aren't drawn

#

seems to be working

toxic forge
#

because dusk is only dumping BSP tris and textures, it's not using BSP afaik

#

maybe I'm wrong

#

@ancient depot is PVS (VIS) implemented?

ancient depot
#

The VIS isn't in yet since it's, well, rather complicated to get going in Unity

toxic forge
#

here you go

solid isle
#

oof

ancient depot
#

All of Unity's occlusion culling functionality is designed to be used at edit-time, and while there are components you can set up at runtime they don't actually do anything without any baked occlusion data

#

So we have to roll our own

honest stag
#

So i can just skip it while compiling?

ancient depot
#

For now

toxic forge
#

what you get in Dusk is bsp geo dump, it's not using bsp tree perse, so vising your map is waste of time

honest stag
#

Ight then thank you

tropic vapor
#

Ooo I might've gotten things to work

#

Vis and Light I didn't need to pass any parameters into (I might later, threads etc). I'm sure there are options for both I should be doing

#

For now I'll see if I can make a box and run that

solid isle
#

Imagine having to set up a compiler sequence-- JACK gang where u at 😎

tropic vapor
#

Haha I miiight see how Jack is after this

#

I'm new to both tools

rapid crown
#

does anyone know how you scale in TB?

solid isle
#

I just like joking about it. People give JACK shit because it's Hammer but stable, and people like to meme on Hammer.

tropic vapor
#

Man I'm dumb with the 3d editor trying to connect simple shapes lul

fiery phoenix
#

What's the "lip" key in func_door for ?

solid isle
#

if you want your door to poke out a little bit, or if you perhaps put an "edge" on your door

ancient depot
#

It decreases the amount of movement the door makes

solid isle
#

so it doesnt go into the wall

ancient depot
#

Negative values will increase it

solid isle
#

Doors currently move the same distance as their size

ancient depot
#

It defaults to 8 in Quake, and 0 in Half-Life (needs confirmation)

fiery phoenix
#

Also my doors keep opening themselves after some time and I don't know why

ancient depot
#

Although I don't think the current patch sets the defaults

solid isle
#

I think it's 0 for Quake (atm)

#

all of my stuff goes perfectly into the wall

#

unless it's different in Quake than in DUSK

fiery phoenix
#

man the door texture is higher than I remember

tropic vapor
#

Well the map runs! but I think I need to add light somewhere

fiery badge
#

Im having some fun so far with my map

vivid blaze
#

@rapid crown the scale tool

#

pull on a corner to scale the whole thing proportionally

fiery badge
#

but i think im gonna have trouble when i have to make an end to it, or have to make a door

rapid crown
#

yeah turns out I'm running an old version of TB lmao

tropic vapor
#

Is there a reason why there is no .prt file along with the map?

rapid crown
#

thanks @vivid blaze

tropic vapor
#

Vis doesn't happen since its missing

thorn nova
#

Dude this mod is fucking funny

tropic vapor
#

Maybe its because I have void space, I remember that being an issue when using Hammer

lament ore
#

Ok so if you change the map type from Half-Life to Quake in the configuration settings for JACK it'll let you select the quake.pal file

#

Reload JACK and the colors will show up properly after that

tropic vapor
#

Me?

lament ore
#

not you

#

just in general

thorn nova
#

This Mike Stoklasa mod is almost perfect

tropic vapor
#

Well I might need to fix how my map is being compiled, I did it manually and everything worked fine, except the brushes sticking.

#

Light showed up which was good

fiery badge
#

door question

tropic vapor
#

Could also have been because I ran light before vis lol

fiery badge
#

actually let me test it quick

#

ok

#

how would I make a door

onyx marten
#

@fiery badge basically make a brush and make it a brush entity called func_door

fiery badge
#

hmm

onyx marten
#

but i got a problem with doors, they only seem to work right when they face one axis, when they face the other they just move a tiny amount in the wrong direction. can anyone tell me how to fix this?

fiery badge
#

The door only moves forward a bit and not out of the way, doesnt go up

#

how do I make it go up?

lapis hare
#

threaten it

rapid crown
#

Is fog implemented in the SDK?

thorn nova
#

texture modding is so much fun

alpine depot
honest stag
#

eyyy love how that looks

fringe nymph
#

dat look good

thorn nova
#

half life train level vibes

alpine depot
#

On a Rail in dusk confirmed??

#

i want to have a cool guardian chase sequence or something, like he smashes through a wall and shit

faint summit
#

damn

#

that looks cool

honest stag
#

a trigger_once killtarget on func_breakable might do the trick probably
damn that's a good idea i should try it

alpine depot
#

func_train exists too so maybe you fucking blow a locomotive into it

#

unless you want to sickle him to death lol

honest stag
#

lol

alpine depot
#

man i have so many ideas right now i'm so excited to start implementing them

honest stag
#

That's why i want the ability to strip the player from weapons

alpine depot
#

maybe there's a way to make him invincible or something

honest stag
#

probably not, but dusk supports text on buttons and doors now doesnt it
so you can say like "RUN" to the player

alpine depot
#

"if you sickle him to death i'll ban you from my duskcraft server"

honest stag
#

hahaha that works better

alpine depot
#

wait how do you do transparent texture stuff in TB

#

i want to add some proper graffiti

honest stag
#

dont work yet

alpine depot
#

shiiiiit

fiery phoenix
#

transparent isn't working yet but it's coming

rapid crown
#

@fiery badge have you played with the angle and spawn flags of your door?

fiery badge
#

spawn flags?

rapid crown
#

Go to about 11.25

#

Yeah in your entity key values

honest stag
#

click on spawn flags and they you can see the different things you can do with it

#

then*

alpine depot
#

the lighting is really odd right now though

thorn nova
#

CJ!

alpine depot
honest stag
#

yeah lighting is borked now

fiery badge
#

Goddamnit the entire menu for the door and stuff was too small to see

#

WHy must you hate me trench

rapid crown
#

@alpine depot that map is looking good 👌

alpine depot
#

thanks 👌

rapid crown
#

Btw they're close to having a fix for the lighting

iron needle
#

Yup Zombie and Scott are in the process of fixing it

alpine depot
#

awesome

rapid crown
#

Ta da! Lol

iron needle
#

it's actually much much improved on the internal project. Almost perfect. Still some kinks to work out before we can patch it though

honest stag
#

OH HELL YEA

#

finally

alpine depot
#

can you get textures to scroll to simulate a train moving?

#

i want a separate level where the player starts murdering a military train

#

Beneath the Altar's buildup bit sounds like it'd go perfectly for some sort of simulated vehicle movement level

#

like the level in blood

rapid crown
#

I actually quite like the way the lighting goes from on to completely off with no falloff. The harsh contrast works well in some areas imo

fiery badge
#

What angle would I set the door if i want it to go straight down?

ancient depot
#

I can confirm that we have lighting perfect except for areas that use light styles

#

Still investigating what to do about that for the meantime

rapid crown
#

@fiery badge idk, just play about with it

#

Remember it's anything between 0 and 360

thorn nova
#

yo guys, I'm making the wendigo look like Michael from Faith, should I make the antlers black or white?

solid isle
#

light styles...?

honest stag
#

oh god that's cool

rapid crown
#

@solid isle assuming flicker etc

honest stag
#

also black antlers

rapid crown
#

Doesn't work atm

honest stag
#

because unusual

solid isle
#

yeah okay that makes sense

rapid crown
#

@ancient depot does fog work in the sdk?

ancient depot
#

not currently

rapid crown
#

But it will at some point?

ancient depot
#

That's the plan

rapid crown
#

Sweet ty

honest stag
#

so uhh i probably posted this but i kinda need your help here
this is just for testing - if you can, could you try this out and preferably record the "gameplay"? the map is like 25 seconds long but i really need to check if the player knows what to do

rapid crown
#

I'd play but I'm in bed

onyx marten
#

@honest stag imma check it out right now

honest stag
#

thank you mang
would you be so kind to record it too?

#

would help a ton

rapid crown
#

mang

#

Lol

onyx marten
#

yeah i dont have any recording software

honest stag
#

aw

#

that's fine tho

unborn nimbus
#

If you can wait a few, I'll record one

onyx marten
#

imma try to give a detailed description

honest stag
#

that would be great thank you

rapid crown
#

Can you record demos in dusk, a la Quake?

honest stag
#

nope

rapid crown
#

Okay

#

@onyx marten have you tried bandicam for recording? think they do a free version

onyx marten
#

i never had the need to record anything so i dunno.

fringe nymph
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@ancient depot whats in the new update if i can ask

ancient depot
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uh stuff, I forget lol

honest stag
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bruh

ancient depot
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I write up the changelogs by looking at all of the git commits

fringe nymph
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bruh

ancient depot
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but I know one of them is that we fixed doors using angles

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which is a goldsrc thing we didn't yet support

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so now the garage door on cs_office for example works

onyx marten
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@honest stag i played it and i dont know what ur focussing on with the testing but i saw ur video on from a couple days ago

fringe nymph
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so still i have to wait for the lights

ancient depot
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dunno yet

honest stag
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oh so you saw how the thing works then?

onyx marten
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yeah

honest stag
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damn
thank you anyway though!

lament ore
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Also, for Jack: if you load the Quake.pal palette file and then switch back to the Half-Life map format, the quake palette will remain loaded even though the option is greyed out

onyx marten
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lol np

lament ore
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@honest stag I will try ur map

honest stag
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it's the same one i linked in the video a day before btw
i just wanna see what will a new player do

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but hey if you want to waste 20-30 seconds be my guest BIGJOHN

fiery badge
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I have not managed to make the doors go up and down

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all other directions though

honest stag
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-1 angle for up

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-2 for down

fiery badge
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thank

tropic vapor
#

Ayy, so if none of my textures are showing in-game (using TD), whats the steps to figure out why?

honest stag
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you need a palette file in your mod folder

tropic vapor
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Theyre lit which is nice, but the grey checkered pattern

honest stag
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but outside of the maps folder

tropic vapor
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ohh

honest stag
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lemme drop it for ya

tropic vapor
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Thank you

honest stag
alpine depot
fiery badge
#

how are you so good

honest stag
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oh hey that cave-in looks great

fiery badge
#

you using trench broom?

alpine depot
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i literally started yesterday

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yeah

tropic vapor
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Will I need a pallate for each game's textures I want to use?

fiery badge
#

maybe someday ill be this good

honest stag
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no clue, this is just for quake

tropic vapor
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Also would I need to recompile the map now

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Ok

honest stag
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nope

tropic vapor
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Atm I'm only using Dusk textures

alpine depot
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ooh wait i know

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it'll curve around the corner to like, a giant warehouse section

tropic vapor
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The pallate file is at the mod's root folder, but the textures didnt show still

alpine depot
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and the player gets ambushed by the military

honest stag
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on a rail

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time

alpine depot
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yes

honest stag
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that's weird cap

tropic vapor
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like this?

honest stag
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yeah that should be working

tropic vapor
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Hmm

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they show in TD just fine, in the 3D view

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Ohhh

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I got it, I just had to recompile it

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working now : D

torpid agate
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How do I turn off the wait option on doors? Do I just delete that property?

honest stag
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oh hey good

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you want them to stay open?

tropic vapor
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I'd love to figure out the skybox next before moving on to making the layout

fresh pivot
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-1 if you want it to stay open

honest stag
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skyboxes donr work yet sadly

tropic vapor
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Since the map I'm re-creating had an animated one

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oh

torpid agate
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Ty.

ancient depot
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Can confirm I fixed lighting

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will be in next patch

rapid crown
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🍆

tropic vapor
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What was wrong?

honest stag
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YESSS

tropic vapor
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but sweet :D

ancient depot
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Hard to explain

honest stag
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everything

tropic vapor
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Gotcha

rapid crown
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When's the patch?

tropic vapor
rapid crown
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The UT99 soundtrack is still one of the best

lament ore
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@honest stag uploading to youtube cuz the file is too big

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I think I broke it lul

tropic vapor
#

Figuring out how to scale the map will be interesting, I might have to make dummy towers and put them on each end first

onyx marten
#

is it an unpopular opinion to say that i like ut2004s better?

rapid crown
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I don't think so

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But you're wrong 😉

tropic vapor
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I never got to play '99

onyx marten
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yeah maybe, nostalgia ya know

tropic vapor
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04 was my first

onyx marten
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yeah i grew up on 03/04 and played 99 like 2 years ago and now i dont know which is better

lament ore
honest stag
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3 minutes?

alpine depot
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i set the angle to -2, so it should be opening down

honest stag
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oh my god i didnt even know the tables are fucked because of a patch lol
thank you
man the whole gravity flipping thing is really not noticeable is it

ancient depot
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@alpine depot Can you send me the BSP?

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I'll test it and let you know if it's fixed in the current dev build

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We made some changes to doors

alpine depot
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alright

honest stag
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some changes to doors?
dont tell me that right as i'm making a complicated doo

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r

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what kind of changes?

ancient depot
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fixes

fringe nymph
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ive tried to load hl:uplink maps but it wont budge

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i guess its intermediate format

ancient depot
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what happens?

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do you get the "Escape" screen of death?

onyx marten
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do u need to have a role or something to upload a file to this channel?

fringe nymph
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ye

honest stag
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you get one with time as long as you post messages

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pretty quickly

fringe nymph
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(im just amused how it falls apart this way if you load unsupported maps)

onyx marten
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damn

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i feel like i was pretty active for my standards lol

gritty forge
#

@alpine depot that's looking good.

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The cave in especially, great environmental piece

honest stag
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oh my god this shitty ass ass door can eat my ass i cant get it to work
so basically, can i make one trigger do multiple things by selecting several targetnames? if so, how do i do it

tame pebble
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"this shitty ass ass door can eat my ass"

fringe nymph
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this shitty ass ass door can eat my ass

scarlet fjord
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Vri "this shitty ass ass door can eat my ass"ska

tall zenith
#

what were they thinking?!

honest stag
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correct

jolly elk
#

Is Trenchbroom the thing I have to download to create maps ?

scarlet fjord
#

Yup!

jolly elk
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Thanks

scarlet fjord
#

There's also J.A.C.K.!

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got choices

jolly elk
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Good to know

honest stag
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wait WAIT

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no wait fuck

still raptor
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here you go @rapid crown

honest stag
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trigger_multiple isnt for triggering multiple things, it's for triggering multiple times?

scarlet fjord
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oh lawdy

fringe nymph
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you fixed the lightning?

still raptor
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much of the lighting has been fixed yes

scarlet fjord
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Also that looks SLICK!

fringe nymph
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thats great

still raptor
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be warned that light STYLES are still not fully functional

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however NORMAL lights should work just fine

fringe nymph
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still 1 pray for the scott

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🙏

still raptor
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zomb found it

fringe nymph
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when hotfix is expected?

still raptor
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turns out it was a combo of rounding error and light styles being fucked

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should be tonight

fringe nymph
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cool

scarlet fjord
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sweet :o

alpine depot
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hell yeah!

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in the meantime- how do i get a trigger_once to break a func_breakable

honest stag
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guys plz help how can i make a trigger trigger multiple target names :(
do i just separate them with ";"?

still raptor
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just as a comparison