#dusk-modding

1 messages ยท Page 30 of 1

still raptor
#

before

#

after

honest stag
#

@alpine depot killtarget property?

#

maybe?

still raptor
#

quake

fiery badge
#

I have an idea for my map set

#

Where there are often a squad of 1 mage and 3 soldiers

#

I like to imagine the mages are higher ranked than the soldiers

#

And I think them commanding them would be cool

honest stag
#

rat is the lowest

#

then the goat
Then i dont know

#

so uhhh

#

i spent 30 minutes making a door and it looks out of place

thorn nova
#

God, I've made 2 enemy replacers today

#

feels good man

jolly elk
#

Everyone here talking about their maps and im here like how do I use trenchbroom and do I put the wad in it's own folder in games or am I doing this all wrong oh god what is this I've only ever used unreal and this is all alien to me

scarlet fjord
#

rats have their own heirarchy

#

the big one makes all of the rules

jolly elk
#

year of the big rat

honest stag
#

i highly recommend watching dumptruck_ds's tutorials on youtube

#

super informative and easy to follow

vivid blaze
#

let's see what kind of trouble we can get into

jolly elk
#

thanks @honest stag i'll go take a look

fringe nymph
#

check the dumptruck_ds tutorials like vriska said

thorn nova
#

rats we're rats

fringe nymph
#

and check out this channel pins

thorn nova
#

I'M DA GIANT RAT DAT MAKES ALL OF DA RULES

jolly elk
#

if you think about it with it being the year of the rat, there should be more rat centered levels created this year than anything. Might as well call it hell year

vivid blaze
#

once custom models are supported i'm going to get the 3d movie maker rat model and replace all the rats in dusk with it

scarlet fjord
#

I'm going ot have so much fun adding my own models I'm so excited

jolly elk
#

Yeah i've been looking at the pins to try and figure some stuff out but i'm still confused. Granted it's 3am and i'm probably skimming over many things ๐Ÿ˜„

scarlet fjord
#

community dusk sewer level mega wad: Whoops! All rats!

jolly elk
#

Wait

thorn nova
#

@vivid blaze Perfection

honest stag
#

i fucking give up
each section of the door is a func_door with a unique taget name, there are 9 trigger_once brushes in the same place, each connected to a part of a door for it to open properly YET ONLY 3 FUCKING PARTS MOVE???

jolly elk
#

are the big john rats the equivalent of the big rat that makes all the rules

thorn nova
#

Basically

scarlet fjord
#

Can't you cross refrence how they did it in the quake levels? Or have you already done that?

jolly elk
#

Now I want a rats song but it's "john's, John's, we're the Johns"

honest stag
#

in quake they just activate when you approach

#

because you know

#

no use button

scarlet fjord
#

O right

fringe nymph
#

yes you can just download quake 1 source file maps

honest stag
#

wont work

#

sadly

scarlet fjord
#

Yeah forgot it's an import

fringe nymph
#

and check how its aligned there

honest stag
#

they 100% should tho

#

look at this

#

1 moment

scarlet fjord
#

Wait yeah hang on first level they worked in import

#

one momenting!

thorn nova
#

I'M THE BIG JOHN THAT MAKES ALL OF THE RULES

honest stag
#

so yeah each part is connected to 9 different trigger_once brushes and yet when you touch them nothing happens

#

or at least happens but only 3 parts of the door move

#

even tho i checked everything and they 100% should move

#

i tried using one single trigger brush with multiple target names but nope

#

i have 1 last thing to try and then i'm scrapping this lol

scarlet fjord
#

godspeed!

honest stag
#

... oh my GOD nothing changed

#

ughhhh :(

scarlet fjord
#

rip vriska

honest stag
#

you know this doesnt make any sense
there is a trigger and a part of the door which it connects to
why doent the door open

#

you know funny enough

#

the doors dont open when i touch them either

#

what the hell

#

they cant be blocked are they?

alpine depot
#

pretty sure the doors clip through everything no matter what

honest stag
#

yeah exactly
yet they dont open when touched

alpine depot
#

you could try joining some of those 9 parts together since only three parts apparently move

honest stag
#

tried that

#

tried basically connecting every part under 1 target name and func_, didnt work

#

i have no clue wtf is going on

iron needle
#

ok so

#

try doing this

honest stag
#

:O

iron needle
#

give ONE a targetname and none of the others

#

have one trigger that targets that one

#

try that

honest stag
#

alright lemme try that for one of the part that doesnt move

iron needle
#

Basically qhat Quake does is any doors that are touching are considered "linked," and doors without a targetname will inherit the name of the one touching them

#

or something like that

honest stag
#

huh lemme try

iron needle
#

basically if you have one door with a targetname and a trigger targeting it, you should be able to have other doors touching it do the same thing

#

provided they don't have a targetname

honest stag
#

so that part moved even tho the only thing i did was remove target names from other "doors"

#

in fact 2 PARTS moved even tho i didnt give the other a target name lol

#

so like question is

#

why arent the other parts moving since they're touching

iron needle
#

do they have a targetname?

honest stag
#

nope

iron needle
#

hmm

#

@ancient depot maybe you have some insight

honest stag
#

my shitty door doesnt deserve that much help but thank you

iron needle
#

I feel like those should all be one brush too but I don't know specifically how that all works in TB

ancient depot
#

linked doors aren't in the public build atm

iron needle
#

wait really?

honest stag
#

...huh

iron needle
#

I thought we hotfixed that this morning

ancient depot
#

nope

#

that's why we're doing a patch now lmao

honest stag
#

oh so i'll wait for that

#

and see if it works

iron needle
#

@ancient depot I have it in the patch notes tho

ancient depot
#

Huh, I swear we didn't put that in the public build yet

honest stag
#

also uhhh my door parts moved even tho they dont have a target name but the one next to it does

iron needle
#

I mean a new patch is coming in like uhh 2 minutes so we'll see then lol

honest stag
#

alright

ancient depot
#

for the record I could be just going insane

#

last night doesn't even feel real tbh

iron needle
#

sleep is meaningless to Zombie

ancient depot
#

what is sleep

fringe nymph
#

i can relate to that

jolly elk
#

How would I go around getting dusk entity's in trench, is there a pinned comment that talks about this?.

ancient depot
#

The game is bundled with an entities.txt file

#

You have to manually change the class of an entity you place in tb

#

Once we have an official fgd the workflow will be much nicer

#

I think there's a community-made fgd circulating for now though

fringe nymph
#

you can use that for now

jolly elk
#

This is probably a stupid question but what is an fgd

tropic vapor
#

I'm just getting started on making one platform of a map, holy cow this is going to be a lot of shapes

vivid blaze
#

an entity definition file

jolly elk
#

I've only ever made basic levels in unreal so all this stuff is alien and new so I have no idea what i'm doing haha

honest stag
#

we all have at one point or another

#

(..or still do like me)

tropic vapor
#

I'm just copying an old map and it still seems like a monumental task haha

#

I'm going to try and chop it up into small bits

honest stag
#

so how about that fix

ancient depot
#

An .fgd is basically a list of entities that you can import into your level editor

#

Includes information about them like what properties you can set, etc

jolly elk
#

I see. Just done some rumaging and I think I found where it goes.

tropic vapor
#

What if theres this random cube in a map that I can't delete?

#

No idea how it got there

ancient depot
#

Then your map is haunted

honest stag
#

click on it and hit "delete"?

jolly elk
#

spooky

tropic vapor
#

It just showed up haha

#

my map only has like 8 polygons in it

honest stag
#

DUde it's tHe herobRine kyoob

tropic vapor
#

Just gonna leave it there and give it a secret trigger or something

#

Name it Dave

alpine depot
#

I thought monster_herobrine was removed?!

tropic vapor
#

I had to resize it then it let me delete it

#

rip dave

fringe nymph
#

who tf is dave

tropic vapor
#

A sneaky shape that wouldn't let me delete him

iron needle
#

ok patch is out

#

so the main thing here is

#

FIXED LIGHTMAPS

#

mostly

honest stag
#

Y E A S

iron needle
#

don't use light styles

tropic vapor
#

Woohoo

iron needle
#

because they won

#

t work

fringe nymph
#

finally

honest stag
#

patch notes out?

jolly elk
#

For someone who is still new to this kind of stuff. Do you guys think it would be more worth it to watch Dumps videos and make like a quake level whilst I wait for the SDK to be out of beta and like more tutorials on how to get it to work comes out?

honest stag
#

you can just slam your quake level into dusk and it'll work

#

also my old map isnt loading with the new patch

#

not even the "escape screen"

tropic vapor
#

There's no way to get a UT map into TB/Jack right?

#

I'm guessing they're different engines entirely

honest stag
#

dusk crashed

vivid blaze
#

Youโ€™d might as well get used to the level editor while you wait

jolly elk
#

Oh yeah I forgot about that. Ok yeah, think i'll do that then, try to figure it all out as I go along

honest stag
jolly elk
#

I had a mini thought of like. Hmm since im doing game design learning a new engine will be good for my future prospects but then I remembered im using a sdk for games that went out of the mainstream eye many years ago. Guess I can put it in a portfolio ๐Ÿ™‚

iron needle
#

patch notes up

jolly elk
#

after 3 years of doing this I have made one amazing discovery

#

Making games is hard

iron needle
#
not even the "escape screen"``` @ancient depot
ancient depot
#

looking into it rn

honest stag
#

output log if you need it @ancient depot

alpine depot
#

I'd say recompile the old map but idk if that would have to do with anything

solid isle
#

Also after using "angle" instead of angles, my door does the thing again

#

so i guess I have to go back to angles...?

ancient depot
#

what do you have angle set to?

solid isle
#

-1

ancient depot
#

we support angles now btw

solid isle
#

angles is 0

#

I know. I think it's broke having both

ancient depot
#

if you have one set, you can't set the other

solid isle
#

oh so I have to delete one of them now then

ancient depot
#

yeah

solid isle
#

ok

#

anyway, still got a lightmap artifact, but overall it seems to be good now

ancient depot
#

can you confirm that the artifact doesn't show up in quake?

solid isle
#

Ill go check

still raptor
#

excited to see people able to actually light their maps nice now lol

#

instead of with fucking candles

honest stag
#

hey now

#

They look nice :(

alpine depot
#

are colored lights gonna be a thing?

fringe nymph
#

or light 1 which makes everything dull bright

still raptor
#

colored lights are already a thing if you use hlbsp

#

support for .lit files im sure will come

solid isle
#

idk why I'm in 1.5 but

still raptor
#

can you upload the bsp

solid isle
#

Who me?

still raptor
#

yeah

solid isle
#

yeah one sec

still raptor
#

so we can see what causes the artifact

#

also want to ask, do you have a styled light there

solid isle
#

nope

still raptor
#

kk

ancient depot
#

I get the feeling it's still light style related

still raptor
#

very likely

solid isle
#

I don't have any, unless it's a default

#

hold on, let me recompile and check the rest of it too

ancient depot
#

I have a hunch on what it could be

fringe nymph
#

hey hl:uplink maps work rn

honest stag
#

I think i'll scrap and dump 80% of my map entirely now that lighting is supported
I am leaving the candle lit part tho >:(

solid isle
#

Strange. It's gone now @ancient depot @still raptor

#

after a recompile

ancient depot
solid isle
#

Also uhhhhhh door still broke

royal spear
#

Is there a way to not make the weapon sounds that are playing cut off when firing again

solid isle
#

unless it has to be same values

#

I'm guessing there's no support for goldsrc style angles?

ancient depot
#

angles expects goldsrc style

solid isle
#

wait hold on
it must not have updated?

#

the map that is

#

Alright yeah. Anyway, lightmaps look fine now.

Other issue is leathernecks hate doors

ancient depot
#

that's because the navmesh doesn't update

#

was a performance issue before so we had to disable it

solid isle
#

Oh I see. That's it for me then ๐Ÿ™‚

ancient depot
#

we'll think of a fix for that eventually

still raptor
#

remind me to profile that

honest stag
#

so is there anything that broke the old maps? i cant get mine to work :(

still raptor
#

i want to see exactly how bad it is and what was happening

honest stag
#

probably lighting or something

still raptor
#

no i dont think so

solid isle
#

Weird question, but thinking of the "platform" in Doom's E1M1 (the one that moves up and down), if I turn that into a door will it break the enemies on top of it?

honest stag
#

well yeah i said before here but one of my older maps crashes the game no

#

you know

#

i'll try to compile it without light

still raptor
#

if you can upload it

honest stag
#

see if that works

still raptor
#

we can check

#

or give us the output log from it

honest stag
#

i posted both earlier

#

like 10-20 minutes ago

#

again, i'll try to do no lighting

ancient depot
#

I got your map to stop crashing (or in my case, hanging forever) by disabling lightmaps

#

so something is wrong there

honest stag
#

yeah i had to do bootleg shit to get it to work, let me try some things

lament ore
#

@honest stag idk if anyone ever answered you, but multimanager is how you have one trigger activate multiple things

#

basically a multimanager allows you to trigger an arbitrary number of things each with their own delay

#

idk if it's implemented yet

ancient depot
#

it is

lament ore
#

keel

honest stag
#

oh thank you
how does it work exactly?

lament ore
#

kewl*

#

I'm getting ready for work but just look it up on YouTube you'll find it

honest stag
#

alright thank you

fringe nymph
honest stag
#

lol

#

where's the giant rat

#

0/10

lapis hare
#

he's reestablishing the uplink

fringe nymph
#

^

sturdy tide
#

hey if i'm a talentless hack, can i drop existing quake maps into this or is there some retooling involved

lament ore
#

you can more or less do that yes

fringe nymph
#

nah

honest stag
#

so i have no clue here - i have removed all light entities from my old map (not counting candles) and map keeps crashing @ancient depot

#
  • removed worldspawn light value
fringe nymph
#

they work from the getgo

#

playablity is the other issue

iron needle
#

@sturdy tide Quake implementation isn't 100% complete yet but for the most part yeah

#

there are just a few entities that don't work yet (func_plat and func_train being the main ones)

sturdy tide
#

fantastic

ancient depot
#

fixed for next patch, coming asap

honest stag
#

????

#

oh my god thank you so much

#

i was scared of losing my only good map lol

ancient depot
#

hahaha

honest stag
#

also uhm

#

could you please give me the bsp back? i kinda screwed my map up while trying to fix this myself

#

lol

#

and i have no backup

iron needle
#

lol

#

ALWAYS USE VERSION CONTROL

honest stag
#

i KNOW OK

#

i guess i can download the one i linked

alpine depot
#

version control is for nerds pfffft I dont need that garbage

ancient depot
#

I only have a compiled .bsp

#

(the one you linked)

mortal narwhal
#

map on its side

ancient depot
#

wat

honest stag
#

trenchbroom i love you.

#

what the FUCK

mortal narwhal
#

the lighting works though

honest stag
#

what map is this even

mortal narwhal
#

my map

#

TB btw

honest stag
#

ohh i see

ancient depot
#

do you have angles on worldspawn or something lol

mortal narwhal
#

I accidentally changed that when setting lighting to 0

#

so, yes

iron needle
#

hahahahaha

ancient depot
#

lmao

sturdy tide
#

welp

mortal narwhal
#

rookie mistake

honest stag
#

bruh

mortal narwhal
#

So is the lighting basically quake lighting now?

fringe nymph
#

ye

mortal narwhal
#

can we mess with the light object with wait and style and stuff

ancient depot
#

no

#

that needs light styles which we don't support yet

honest stag
#

you heard the boss, it's illegal now

mortal narwhal
#

shit

ancient depot
#

if you try and do that, then it'll semi-work, but the lights will all be permanently on

mortal narwhal
#

alrighty

ancient depot
#

for example, check C1A0 from Half-Life

#

or E1M1 from Quake

fringe nymph
#

are bodies supposed to be bright?

ancient depot
#

notice how all lights are on

#

yes that's a known bug

#

I... kinda wonder why we haven't fixed that yet lol

sturdy tide
#

fuckin wizards

ebon jetty
#

well

mortal narwhal
#

whats the progress looking like on the fgd @ancient depot if you don't mind me asking

ebon jetty
#

my first map's lighting is not as bad as i was expecting

#

but man are all the props broken

ancient depot
#

the fgd won't be coming until we have custom model support

#

ETA unknown, when it's done lol

mortal narwhal
#

makes sense

ebon jetty
#

ty for the lights boys

#

now i can live out my torch fantasies

#

my map im working on just doesn't load in dusk for some reason

mortal narwhal
#

wut

honest stag
#

hey my map used to crash too, they fixed it but the patch isnt live yet

ancient depot
#

probably the same issue

honest stag
#

i guess

ancient depot
#

hold out for patch

ebon jetty
#

oe

#

f

ancient depot
#

it's coming as soon as it's done building

ebon jetty
#

well it's probably good because i need to stop getting distracted

still raptor
#

should be coming any minute yeah

mortal narwhal
#

its neat seeing this project update so often

honest stag
#

dude i know this is stupid but what if you made a vertical func_door with a buncha prop_rock things on it that opens with a button

#

so they fall down and crush them

#

sorry i'll go back to my cave

mortal narwhal
#

that actually sounds cool af

#

I'm gonna try that on a test map to see if its possible

honest stag
#

lol

#

i'm stealing that idea by the way

mortal narwhal
#

Nice

#

americ
anfootball

still raptor
#

ok

#

patch is up

ebon jetty
#

ty

#

it works well

honest stag
#

eyyy map loads

#

i added proper lights to my old freezer room, probably 1/2 more could help and the celling lights are fucked but it actually looks more like a freezer now

thorn nova
#

S D K P A T C H

#

Also fuck I can't believe big john is dead :c

honest stag
#

yeah those assholes killed big john

mortal narwhal
honest stag
#

lemme see

#

OUR rat boulder idea >:(
jk, this is cool but damn huge shame that they dont tie :(

sturdy tide
#

something tells me only dusk textures work rn

honest stag
#

quake ones work too?

#

for me at least

mortal narwhal
#

did you see the "secret" behind you when you drop a func_door on them

sturdy tide
#

hm

honest stag
#

aw yiiiiss found it

#

feels good

mortal narwhal
#

lol

honest stag
#

man i'm super sad about this not working lol

#

would be so cool

mortal narwhal
#

yeah, game broken

#

I think platforms should definitely kill

#

maybe i can move a hurt trigger?

honest stag
#

does killtarget work?

still raptor
#

neither of those things would work in the base game

#

and yes you could attach a hurt trigger to the bottom of a lift probably

#

(if we get tested entities)

mortal narwhal
#

nice

#

@honest stag hows your map going?

honest stag
#

scrapped it fully, trying to figure out what to do with the first section because that one isnt bad

mortal narwhal
#

damn, I think the freezer room is a nice concept

honest stag
#

no no that's another map

#

an older one, complete one

#

i just went back and added some light after the patch

mortal narwhal
#

nice, do you have it uploaded to moddb?

honest stag
#

yeah but it's an old verison

#

here's the one i updated

#

also one of the secrets doesnt work because bugs - it's placed behind the portal behind you at the start

#

there's supposed to be a diamond but it borked

ancient depot
#

it spawned when I tested the earlier bsp

honest stag
#

oh then it works lol

ivory otter
#

So to add a prop you just create a point entity and rename it. And then add a euler property to it correct?

honest stag
#

if you want to rotate it yes

#

if you dont care then dont

ivory otter
#

Ah, cool, 0, 0, 0 is default correct?

honest stag
#

yep

mortal narwhal
#

@honest stag I dig that level, I like the whole going through a tunnel and ending up somewhere completely different

#

Its like that one level in E3

honest stag
#

ey thank you
i'm proud of it but i think it sucks compared to what other people here are making

mortal narwhal
#

What about it do you not like?

ivory otter
#

It's looking pretty cool, better than my shitty apartment complex map lol

honest stag
#

it's short, some parts lack details while some go overboard with them ahem ahem starting area ahem

#

still, in general i'm proud of it

mortal narwhal
#

Honestly, I was immersed the whole level. There wasn't a part where I went "wow this lacks detail" :)

honest stag
#

eyyy thank you
i think the bar area and the dungeon lack them tho
i i think i may actually enlarge it instead of just slapping an end level trigger

#

but it has to be fully indoors tho

mortal narwhal
#

I do like the claustrophobic feel the level has

honest stag
#

also the bar part is supposed to be a joke lol

#

like "a cultist, a grunt and a leatherneck walk into a bar"

#

i'm not sorry

mortal narwhal
#

lol nice

ivory otter
#

Call the bar Big John's

mortal narwhal
#

and beer books

honest stag
#

it is now called Big John's

ivory otter
#

"Why drink later? DO IT NOW"

#

"COME ON"

#

"DO IT"

iron needle
#

Just modify the Books and Beer decal to say "Big John's" lol

honest stag
#

that's actually great lol
i can put up a small sign even if it's inside
you know, fuck it, i'm going to continue that map instead of ending it

mortal narwhal
#

nice

iron needle
#

I haven't had a chance to play any of these maps yet :(

#

I will at some point tho

honest stag
#

well at least they'll be pretty damn good at that point
and there will be way more

ivory otter
#

Hopefully I can do the immersive sim mechanics in mine justice

#

duskthink Big John romance option in mine?

thorn nova
#

Can't wait till I get rat role so I can show you guys the funnis

lament ore
#

@iron needle post more pics of your cat you coward

#

show us the demon

ancient depot
#

So I'm considering removing euler and keeping only angles to avoid confusion, because while they do the same thing, they expect different values

#

euler works in Unity's coordinate system, while angles works in Quake/Half-Life's, which is what the editors use

lament ore
#

that'd probably be best.

#

i think most people go into the SDK in the mindset of making a Quake/HL/whatever map and not thinking of whatever unity does or doesn't do

ancient depot
#

Yeah, that's the main reason I think it'd be best to remove it sooner rather than later

honest stag
ivory otter
lament ore
#

@honest stag did you figure out multi manager yet? I have time to explain now

ivory otter
#

"WHY TAKE THAT DRINK HOME WITH YOU!?"

honest stag
#

nope i dropped the idea lol

lament ore
#

o lmao

ivory otter
#

"DRINK IT NOW"

honest stag
#

i was too frustrated

lament ore
#

well for future reference multimanager is really simple, you just turn smart edit off and each key is a target you want to activate, and each value is the delay before it activates it

#

then when the mm itself gets activated, it starts activating stuff in its list

honest stag
#

one by one or at the same time?

thorn nova
#

"COME ON DRINK IT! DRINK IT NYOW!"

lament ore
#

@honest stag determined by the delays. So if you had three things with a 3 second delay, it would then activate all three things after three seconds from the mm activating

ancient depot
#

note multi_manager is limited to 16 entities it can activate

#

we also enforce that limit, but I'm considering removing it

honest stag
#

that's fine, i can put MULTIPLE multi managers BIGJOHN

ancient depot
#

I mainly kept that limitation in case a map happened to have a multi_manager with more than 16 targets, and the map relied on it not activating the rest

ivory otter
#

What's the entity name for the computer?

ancient depot
#

I don't think the computer is an entity, it's map geometry

honest stag
#

basically brush by hand making time

#

my fav part honestly

#

i love doing that

lament ore
#

yeah maps start getting real complex with stacked multimanagers real quick

#

yeah brush modeling is fun lol

#

Fun fact Half-Life 1 has very very few models. Almost everything is brush modeled, even the cars and tanks and etc

honest stag
#

is there a way to see how many brushes have i used in a map?

lament ore
#

that depends on tb

honest stag
#

i think i could see it in the compiler

lament ore
#

@ancient depot removing limits would probably be best. I don't see any real use case where people would put more than 16 things in an mm then rely on it not activating anything after the 16th.

#

Yeah the compiler will tell you for sure but idk about in editor

ancient depot
#

I agree, it was a spur of the moment compatibility decision

#

But one that doesn't really matter

lament ore
#

you could always add a "pedantic" option or something to things that's enabled by default

ancient depot
#

Unfortunately for multi_manager that wouldn't work because pedantic is a valid target name

lament ore
#

oop

ancient depot
#

I'll think of something

#

maybe a worldspawn setting

#

"remove_limits" "1"

lament ore
#

well it doesn't have to be "pedantic" it could be "_dusk_compatibility" or something

#

yeah that would work fine too

#

arbitrary limits are no fun

#

I'm gonna finish up the gameplay of my map and start doing the visuals tonight

#

Punishing myself by making an entire cliffside with brush terrain because I love pain or something

honest stag
#

hey, if a teleport is connected to a trigger (like a button) is it not going to teleport when something enters it, but only when the button is pressed?

#

like i put a prop into a trigger_teleport but trigger_teleport is connected to a button
does that mean the prop wont teleport untill it's activated?

#

or will it just teleport the prop when spawned anyway

#

wait i have a dumb idea for it

still raptor
#

also yes, your .map file lists the brushes

#

so you can scroll to the bottom to see how many you have

honest stag
#

soo a button isnt working for me

#

weird

#

lemme see it in quake

#

shit it crashes in quake, cant do that lol

lament ore
#

why is the target "555"? Is that your door name?

honest stag
#

yeah it's just a test

lament ore
#

that's uh

#

maybe not the best naming scheme even for tests lmao

honest stag
#

eh, it's stil a test

#

it should be working right?

lament ore
#

you might be missing some stuff on the button

honest stag
#

lemme see

lament ore
#

twhl is a great resource for half-life mapping and a lot of it should translate to dusk btw

honest stag
#

i mean i'm using a quake editor but sure

crystal lily
#

True, but Hammer has similar entities, etc from Worldcraft

honest stag
#

hey @mortal narwhal can i see the setup for how you made your button/vertical platform? i would really appreciate it

#

i think i did everything but it's not working

#

987 brushes
1784 planes jesus fuck the map is like 2 minutes long

#

6086 brushfaces

#

uhhhhhhhhh

lament ore
#

that's normal

#

as for the number of brushes and such

#

you hit those old limits real quick

#

Also all the entities should be almost exactly the same between both editors (especially if you're using the same fgd), the only real difference is in the brush tools

honest stag
#

alright i got the button to work

crystal lily
#

Let me it this way, its a good resource to figure stuff like buttons, doors work. Not 1 to 1 similarity, but good enough

honest stag
#

but it doesnt push in sadly

crystal lily
#

Since you have a lot of questions

#

Have you looked at the wiki first? Trenchbroom, Quake, etc?

honest stag
#

no no the button actually worked from the start as it turned out
i just misplaced to prop so it didnt fall lol

crystal lily
#

Ok

honest stag
#

i wish i could add a sound to it :(

#

i cant wait for the support for those

keen bay
#

...NANI?!

lament ore
#

oh yeah I remember zombie mentioning the vending machines in HL1 were functional a while back

honest stag
#

this is bootleg tho

lament ore
#

David let me place corpses I need aesthetics

honest stag
#

man, adding rooms in layers helps so much

#

also i'm really glad i can move brushes from map to map

#

i just ripped a good room from a shitty map and about to slam it into a good one lol

#

so trgger_hurt isnt supported yet right?

lament ore
#

Oh thats the other big thing TB has over Jack, layers

honest stag
#

onions
have
LAYRS

lament ore
#

is transparency in HLBSP supported yet?

honest stag
#

i dont think it is, but see the patch notes

toxic forge
#

Jack has visgroups, similar thing.

#

to layers

spiral nexus
#

We need TBgang and JACKgang roles

honest stag
#

we're already dusk modding gang, no need to split up

lament ore
#

anyone fancy playing my map? I wanna see if I need to make any big gameplay changes before I start decorating. recorded playthrough preferred pls

#

oh wow somehow I never knew about visgroups. thx @toxic forge

#

It should be mentioned that Sledge is another option and like JACK it is based on/inspired by Hammer

#

but Sledge ceased development in an unfinished state and while it's perfectly usable idk if I'd recommend it

#

it IS open source though

#

In fact maybe I oughtta fork Sledge and add IQM support ๐Ÿค”

#

C# is way less painful to look at than C++

#

that said fuck both JACK and Sledge's names because you literally cannot google that shit without literal jackhammers and sledge hammers coming up

honest stag
#

i will!

#

want me to record?

lament ore
#

yes pls thx bb

#

ignore the massive lighting errors in the beginning area, they're totally random lmao

#

I imagine once I'm not fullbrighting the map they'll go away

#

hopefully

honest stag
#

lemme upload that to youtube real quick

#

huge layout wow

#

oh my god

#

i dont think obs recorded?

#

what the fuck

#

let me check

#

yeah it just.. didnt
wtf

#

well anyway, i died almost at the end lol

#

so had to replay

#

so far i'd say either less tough enemies or a bit more powerful guns/more riveter ammo, since we dont have saving rn doing the entire level all over again feels not good

crystal lily
#

I haven't used the Dusk sdk, but can you make prefabs?

solid isle
#

Sledge at least is inferior and has less documentation than JACK. JACK is still somewhat supported at least.

#

Also no I don't think so?

crystal lily
#

Prefabs were very handy in Hammer

solid isle
#

I guess it depends on editor

#

JACK does I think?

hollow laurel
#

closest for TB i guess would be to have another trenchbroom window open where you have a .map with the stuff you want to reuse

#

since you can just copy and paste stuff over

solid isle
#

yeah, seems that JACK does

#

TB does not

honest stag
#

wait

#

it cant?

solid isle
#

unless like Tosoth says, you just copy and paste shit from a map

hollow laurel
#

not in the premade brush prefab sense from what i've seen

honest stag
#

i did exactly that a minute ago

hollow laurel
#

hm?

honest stag
#

just copied and paster

hollow laurel
#

ah

#

yeah

solid isle
#

oh wait

#

JACK doesnt either

#

huh

#

or at least my version doesnt

hollow laurel
#

i'm thinking of setting up a props.map at some point

solid isle
#

I'm not using the retail version

crystal lily
#

So, is the SDK going to replace Trenchbrooms fucntion?

solid isle
#

no

#

JACK and TB are the editors

crystal lily
#

Oh ok

solid isle
#

SDK is simply the exposed modding files

#

and entity support, wads, sounds, etc.

#

I think there was talk of eventually maybe having their own editor, but idk

#

seems like a waste tbh

honest stag
#

dont see a reason to tho
if the fgd is made eventually

solid isle
#

JACK and TB are both great and fulfill both ways of map making

lament ore
#

@crystal lily making a map for Dusk is the exact same as making a map for Quake of Half-Life, except some of the entities aren't supported yet (but will be in the future)

#

also minor differences in the entity properties

hollow laurel
#

which will be covered by the eventual fgd

lament ore
#

but otherwise, the editors and compilers and tools you use are all the same as you would for Quake or HL

crystal lily
#

I'm gonna be honest, Ive only used Hammer editor

lament ore
#

JACK is almost exactly like Hammer except more stable with a couple extra features

honest stag
#

heard that JACK is pretty much a Hammer descendant

crystal lily
#

Not for Goldsource

#

Yeah, I saw that

lament ore
#

You could even use Hammer if you wanted except there's no reason to use Hammer over JACK

solid isle
#

ehhhh

crystal lily
#

I have like several hundred hours on Hammer(lol) but I still suck

solid isle
#

I wouldnt say that

#

Hammer has a feel to it that JACK doesnt quite hit

#

even though its very close

lament ore
#

If that feel is buggy jankiness then sure lmao

solid isle
#

nah

#

its like snapiness

lament ore
#

Sledge is even closer to Hammer tho if you REALLY want that feel

#

idk JACK seems perfectly snappy to me

solid isle
#

kind of like if you were playing an FPS and there was a slight delay

lament ore
#

yeah idk I don't feel that in Jack

solid isle
#

Yeah well I use Hammer and JACK both a lot, like a lot

solid isle
#

still feels weird to me

lament ore
#

here's my placeholder dusk.fgd until the official one comes out btw

crystal lily
#

Hammer is really a throwback versus modern editors

solid isle
#

I also use Garry's Mod Hammer, which is actually stable and good

crystal lily
#

Like, geometry being made fo brushes a lot

solid isle
#

because the Facepunch lads actually update it

crystal lily
#

Oh really?

solid isle
#

mhm

crystal lily
#

Whats really weird, is taht apparently the Quake engine cant do glass

solid isle
#

great thing about JACK is you can use Quake and HL both

spiral nexus
#

You can always use VHE 3 for Dusk like a true boomer, if you feel like going through hell of setting it up

solid isle
#

if QUAKE lacks HL stuff, just port your map, or vice versa

crystal lily
#

Hl1 had "glass", but really just func_breakable

hollow laurel
#

heh, i used to have worldcraft 3.1 setup for quake on a previous windows install <_<

solid isle
#

yeah, though func_breakable is now a DUSK feature

crystal lily
#

I guess thats cool

honest stag
#

that's why it can be added even in TB

#

which is cool

crystal lily
#

But like func_breakable_surf is legit class(Source)

#

glass

#

I guess that's too complex or whatever

solid isle
#

Yeah no, breakable is just whatever brush you have set to it "breaks" after a certain amount of HP loss

crystal lily
#

Dusk is 1996, not 1998 tech

solid isle
#

none of that fancy shit

crystal lily
#

I like how we can pick up objects though, like in hl2

spiral nexus
#

Actually can we place pickupable physics objects yet?

honest stag
#

yes

hollow laurel
#

think they're various obj stuff you can place

honest stag
#

and prop_

hollow laurel
#

if you use the kludge fgd

solid isle
#

We'll have custom models/ prop support soon enough too

crystal lily
#

prop_physics

solid isle
#

and hopefully func_physbox like hatsu requested

crystal lily
#

high tech

solid isle
#

basically phys object frozen until you hurt them enough, making for "destructable" brushes

lament ore
#

Once the final FGD comes out your choice of Quake vs HL formats will only really matter in terms of what the BSP itself supports

#

The entities are all defined in the FGD so it won't matter as far as the entities are concerned

crystal lily
solid isle
#

well, and if you have to stuff a .lit into your project too I guess

#

Yeah

lament ore
#

that too

hollow laurel
#

you can also add -bsp2 to ericwa's bsp tool to compile to that

lament ore
#

Although I'm not sure if there will be any real advantage to using a Quake BSP over an HLBSP once the full sdk is out

hollow laurel
#

no matter what format the editor is set for

solid isle
#

Not sure what the point is though

hollow laurel
#

yeah

honest stag
crystal lily
#

So, its code in C#?

lament ore
#

BSP2 isn't HLBSP I'm pretty sure

solid isle
#

Nope

hollow laurel
#

i just set it as a just in case

solid isle
#

Code is gonna be C

hollow laurel
#

yeah, bsp2 is basically extended quake bsp

lament ore
#

Scripting will be in C yes

crystal lily
#

Oh ok

lament ore
#

true Boomer mode

#

classes and generics are for wussies

solid isle
#

Zombie swears that C is the best thing in the world

#

but I think he is just a boomer

lament ore
#

it is

#

he is but he's right

spiral nexus
#

True boomers code in Basic

lament ore
#

Plus, if you have to build the compiler/interpreter, C is probably one of the simplest languages to do it for

hollow laurel
#

DuskC

solid isle
#

I just hope it's not super big brain time shit

#

Would be a really odd choice

#

and only good for Zombie

crystal lily
#

Any one hear about a Dusk SDK wiki yet?

hollow laurel
#

one will be made

solid isle
#

Can't have one if it's not complete or even nearly there yet

spiral nexus
#

Let's just code in x86 assembly and make everyone suffer

solid isle
#

Or rather it would be a waste

#

We're still missing all of the entities, sound support, custom models, the actual scripting, and tons of more features

crystal lily
#

Dunno, it could help people in the beta version

solid isle
#

and VIS

#

and colored lighting for Quake

crystal lily
#

HM2 had a wiki for their editor when it was unfinished

solid isle
#

I'm saying that we're still really early days

#

if you want to make one go ahead I guess

spiral nexus
#

Idk if we'd really need Dusk SD wiki since it's just Quake/HL mapping

graceful hinge
#

Is there a suspected roof for level size/surface counts in Dusk?

solid isle
#

but I don't think anyone would learn any more than they would from googling TB/JACK and checking the pins here in this channe;

graceful hinge
#

Cz I just made a swimming pool that probably has more surfaces than most quake levels

solid isle
#

no

spiral nexus
#

Just make a Steam guide with some quirks that Dusk has, that could probably be semi useful

solid isle
#

as long as your editor/compiler doesnt care, you'll be fine

graceful hinge
#

Neat

fluid nimbus
#

probably a bit early for a guide on the sdk considering it's gonna change a lot in a somewhat short time frame

spiral nexus
#

Yeah

solid isle
#

Hell, most quirks that you had to do workarounds for in the past week have for the most part been solved

#

if that tells you anything

#

and there's bound to be loads more

#
  • new features all of the time
#

I'd wait until they consider the "mapping" side of it done and they focus more on scripting

spiral nexus
#

Currently only useful info is which Quake/HL entities are replaced with Dusk ones, which shouldn't be a necessary once official FDG is out

honest stag
#

Yeah and mapping seems to be a big focus for both the devs and the modders so it just keeps groey

#

Growing*

spiral nexus
#

Hopefully Zombie and David won't over-exhaust themselves though

#

We had been getting hotfixes at quite high pace

honest stag
#

Seems like Zombie loses sleep :(

spiral nexus
#

:(

solid isle
#

It's only because Zombie is generally on when you are

spiral nexus
#

#SleepForZombie

honest stag
#

And i'm losing sleep lol

fluid nimbus
#

he's a zombie

solid isle
#

not sure what timezone he is, but it seems to be 10pm-later morning for me

honest stag
#

17:16 for me

solid isle
#

Well it's technically 2am for me rn

spiral nexus
#

10 am here

solid isle
#

All these gotdamn timetravelers >: (

lament ore
#

sleep is for the weak

#

zombie has boomer strength

hollow laurel
#

09:00 here

#

(was a bit arse to wake up seeing that lights mostly work, just as i was going to work <_<)

lament ore
#

12:30am here I work overnight

#

do we have anything other than the basic light entity yet?

honest stag
#

Not really

lament ore
#

shid

#

time to light this bitch like babel

proven agate
#

Finally i managed to deal with VHE (it's working omggg), but now using every Light source entity from hl,quake, i see no result. wtf? :D
Someone tell me which one global light source uses Dusk (and not only the global-ones)

hollow laurel
#

light should work

#

as in the most basic one

proven agate
#

It doen't D:

#

light from hl?

hollow laurel
#

or quake, same name for them iirc

proven agate
#

k, thanx, il try it out...

lament ore
#

Added key locks to doors and also render mode to func_wall for when transparency is (eventually) supported

#

Why use VHE over JACK or Sledge?

hollow laurel
#

hardcore mode: use only notepad

proven agate
#

VHE? I dunno, i think that's one of Duskmarish mode thingy ๐Ÿ˜„

#

A lot of time somewhere in the 2007-2011's i'm working with that many many times forward and i think that's because. chonk (but anything changes when i find out SSDK, and concentrate all my focus on Src eng)
And yeah, i understand that JACK is better in many ways VHE.

#

I think i can use them all (no matter how strange and silly it sounds kek)

spiral nexus
#

VHE 3 doesn't have weird quirks JACK has, but personally I use JACK

proven agate
#

There is displasement kind-of-thing yea? in JACK.... (?)

spiral nexus
#

JACK has all the features VHE 3 has

proven agate
#

Oh...

honest stag
#

so how is your mapping going duks

proven agate
#

Hey EmiruFin, I wanted to ask a question, (since you use the jack) where can I get a wad dusk file for hl (wad3) found only here for TB (which have no textures). Thanks.

spiral nexus
#

The WAD3 version of Dusk isn't available yet

#

Quake WADs work just fine in JACK, they just will look grayscale in the editor

#

In Dusk they'll have proper colours

proven agate
#

Hmm .. yesterday I tried to overtake (with wally) the textures available in mnt-dusk folder, only 156 were transferred.

#

they just will look grayscale in the editor! Ohhh.. i see, ok. This just looking weird in the first time ๐Ÿ˜„

gritty forge
#

If a face is partially unlit then the unlit part will be upside down and the rest will be normal

honest stag
#

... what

#

Really?

#

That sounds concerning

gritty forge
#

I think I'm too new to upload files to discord but it's pretty simple to repro. Just set up an environment with a light that doesn't touch one wall, then shine the flashlight on that wall

honest stag
#

I dont think that ever was an issue
Hey try to give your map a "light" value of like 5-10

#

See if that changes things

#

Or less like 1

gritty forge
#

Looks like the issue doesn't happen if the light value is 1 or above. At 0.5 the issue still occurs

honest stag
#

Let me try

#

1 minute

gritty forge
#

Hmm, it might even be happening above 1. It didn't happen with 5

honest stag
#

...wel holy shit

#

same for me

#

only an issue when not touched by a light

#

also while that's a problem

#

just flip the textures which are flipping in-game? @gritty forge

gritty forge
#

lol, I suppose that could work

#

It's not a problem for now, it seems like adding a small amount of overall light to the world stops it happening

honest stag
#

I love them ph my god

#

Are those yours?

lament ore
#

I made it just now yea

honest stag
#

Wow holy shit
Looks like something i would see in half life

lament ore
#

here's the WAD the textures are from

#

it's a little blocky but it's a van so eh lol

honest stag
#

Wad3? Orr

solid isle
#

damn those are crusty

#

good job

lament ore
#

everything on sven co-op WAD database is gonna be WAD3

honest stag
#

Awww

rapid crown
#

@lament ore that truck is great ๐Ÿ‘Œ

lament ore
#

thx bbys

solid isle
#

i like the tree jpegs too

#

if those are yours

lament ore
#

that's from here

#

The sven co-op wad database is great and I highly recommend you all grab some WADs from there

honest stag
#

Does TB support wad3?

lament ore
#

I can't make the forest look decent until HLBSP supports transparency tho

#

I'm almost certain it does

honest stag
#

Then that's awesome

lament ore
#

grab a wad and find out

honest stag
#

Lemme try

#

welp

#

one wad didnt work

#

i think it supports them for the quake 3 format? probably?

#

I know i can just use the makewad but i'm actually not having an issue with textures so far - quake and dusk both have great ones
Probably not enough doors tho

ancient depot
#

transparency requires special entity properties

#

we don't support them yet but trenchbroom might

rapid crown
#

Is there still some work to be done on the lighting? I see for the most part it appears fixed

#

but I'm still noticing glitches

#

this appears to be caused by the underside of the ramp?

ancient depot
#

@rapid crown have you tried it in quake to confirm?

rapid crown
#

yup

#

it's not there mate

ancient depot
#

hm, can you send the bsp?

rapid crown
#

sure

solid isle
#

also recompile if you havent since last update

#

fixed it for me

rapid crown
#

i did mate

solid isle
#

mmk

rapid crown
#

okay so i fixed it

#

kinda

#

I think it was caused by that weird shaped geo overhanging the ramp @ancient depot

ancient depot
#

Still odd that it didn't show up in Quake though

#

I think it still might be light styles though

#

Investigating it rn

rapid crown
#

I modified the geo and it fixed it there, but moved it to a different part

#

no worries

long anchor
#

oh oh

#

new update?

#

that fixed lights?

#

sounds really good

rapid crown
lament ore
#

@@ancient depot iirc most things with transparency in HLBSPs will be func_walls where the render mode is set to "texture" btw

honest stag
#

Yo will there be no way to open dusk maps in map editors?

ancient depot
#

As in the campaign levels?

honest stag
#

Yea

ancient depot
#

We want to get them in a format where you can edit them at some point

lament ore
#

that'll be difficult

ancient depot
#

Whether or not that's Quake editor compatible is another thing entirely, unfortunately

honest stag
#

Oh that would be nice

graceful hinge
#

fuel the creation of Final Dusk

ancient depot
#

Hm, that lightmap thing is... weird

#

Can't seem to figure out what's causing that

#

I'll take a better look at it tomorrow, I'm growing tired of lightmaps for one day lmao

honest stag
#

Make David do it BIGJOHN

rapid crown
#

lol no problem @ancient depot you're doing stellar work. Just want to keep you on your toes. It's much improved anyway

ancient depot
#

I appreciate the report nonetheless

rapid crown
honest stag
#

looks like a joke to me

rapid crown
#

posted the wrong one haha

ancient depot
#

Yeah Dusk is a pretty bad game

rapid crown
#

looks like a joke to me could be

lament ore
#

dusk babby game

honest stag
#

like come on a guy playing quake tell you about graphic

#

tells

rapid crown
#

ยฏ_(ใƒ„)_/ยฏ

#

it caught my eye cuz of what Dave said yesterday

ivory magnet
#

dusk is a bad game

long anchor
#

because it has no graphics so

small gate
#

either that or he just met quake_txt

honest stag
#

yeah go play game with graphic

ivory magnet
#

zero graphic
zero gamplay
zero fun

small gate
#

yeah like br00tal dewm

honest stag
#

dude brutal doom DUDE

long anchor
#

brutal dude

small gate
#

dude is dusk sdk compatible with br00tal dewm

honest stag
#

that's like, yooo dude

#

there's blood and shit

small gate
honest stag
#

fuckin' brutal dude lol

rapid crown
#

out of curiosity does anyone know how to set bounce lighting in TB?

honest stag
#

i'm a dummy - what's bounce lighting?

rapid crown
#

like where a light is cast from a source, and bounces off an object to illuminate another

#

it's how you get ambient occlusion in more advanced engines, but I'm sure you can get like 1 or 2 bounes in Quake

#

bounces

#

which then leads me to wonder if Dusk uses bounce lighting

honest stag
#

have you checked the spawnflags? i think there was something about it???

#

not sure

rapid crown
#

i haven't actually

#

can't see anything about bounce

#

I could be wrong, but I'm sure I read somewhere a while back that Quake could handle 1 or 2 bounces

#

it's no biggie though

lament ore
#

ericw's tools allow you to mess with that, no?

rapid crown
#

yeah I think they might

gritty forge
rapid crown
#

oh yeah okay

gritty forge
#

light.exe -bounce mycoolmap.bsp

rapid crown
#

I should've looked there first of course lol

#

@honest stag not the best example but you can see where the light is filling in the dark areas a little more in the second image

#

plus overall the map is brighter, due to bounce

honest stag
#

oh that is damn nice looking

#

works in dusk?

rapid crown
#

but it's totally unecessary cuz you can just use fill lights really. I'm just playing about

#

Gonna check rn

lament ore
#

@honest stag that's something compiled into the lightmap so yea it should work fine

honest stag
#

so it is just -bounce?

rapid crown
#

yeah it works in dusk

#

and yes, -bounce in the command line arguments

honest stag
#

wow damn

rapid crown
honest stag
#

can you show how it looks in dusk?

small gate
#

I wonder if there's anyway to import the final BSP with only UVs and prebake lighting with, say, blender instead

lament ore
#

zhlt can do it with the -bounce option btw

rapid crown
#

again not the greatest example as there's no work being done to the lighting other than turning bounce on, but you can see it

lament ore
#

oh, yeah

rapid crown
hollow laurel
#

nice

rapid crown
#

that shows it off better after I removed some lights

#

huh, interstingly @ancient depot I noticed that lightmap error has gone when I've added -bounce to the compiler

#

if you look at those 2 last images

#

just under the right sickle

small gate
#

I wonder if it's gone or mitigated as a product of whatever UV was there became brightened

rapid crown
#

you think if i placed a point light where the glitch is and turn off bounce it might fix it?

small gate
#

itd be an interesting test, that's for sure

#

but if it's an UV leaking from god knows where it'll be hard finding where to place the light at

rapid crown
#

so i just put a light in front of it and the glitch is still there

#

hmm there's a ramp just below it, i'll try it there

lament ore
#

oh god lighting this outdoor map is gonna be impossible without light_environment

small gate
#

this is hypothesis, but I imagine this might just be texture filtering grabbing texels from somewhere it shouldnt

lament ore
#

@ancient depot pls god

rapid crown
#

@lament ore can you not use bounce to help fill the lighting out initially?

small gate
#

only one person can know for sure, and he's prob busy with a multitude of other stuff

honest stag
#

my man, let zombie rest, ask David lol

lament ore
#

there's no way I'm gonna be able to light an outdoor map of any considerable size using point light even with bounce

honest stag
#

try a huge ass point light in the sky?

#

like before

small gate
#

I'd say light your maps good and then test them on, say, half life or quake

honest stag
#

because again, someone cranked it up to 1200

small gate
#

so they'll be just ๐Ÿ‘Œ when support actually drops

rapid crown
#

@small gate so I put a light under the ramp, and that fixed the glitch
@ancient depot

honest stag
#

poor zombie lol

rapid crown
#

no bounce

small gate
#

lmao that is starting to sound a big amount like texture filtering is using texels it shouldnt

#

but then again the blotch is huge hmm

#

do you mind giving me the bad/good BSPs?

rapid crown
#

2 mins mate

small gate
#

it's okay, it's not like I'm using this as an excuse to procrastinate either

rapid crown
#

@small gate I just took the light out and now the glitch is gone anyway lol

#

but new ones have appeared in different places

#

๐Ÿค”

honest stag
#

my lazy ass would just slap some kind of detail work there tbh

rapid crown
#

there's the 2 .bsp if you want to have a look

lament ore
rapid crown
#

lol

lament ore
honest stag
#

oh nooooo