#dusk-modding
1 messages · Page 32 of 1
I believe David said that Dusk's step height is lower than Quakes? Or at least in comparison to your character height
Correct step height is....30 units I believe? Something around that ballpark
yeah i wish there was a player model with the actual height in tb
since i get confused easily with the scaling in general
entity support is on the way afaik
just gotta grit through the pre-pre-pre-alpha complexity of doing it all by hand
and iirc player height was 90 units.
in total
using the fgd already helps a lot
my lazy ass is lazy to install it and i still just have entities.txt open and copy paste shit from there
yeah for me it was the same but today i did it
nice try fgd idiots, but ur not putting ur virus in my computer!!
fgd:
Fucking
Goddamn
Dvirus
fvirus
g
d
fucking gaming diseases
what a time to be alive
Dave is so rich because DUSK and AE just keylog our credit card information
@ancient depot @still raptor if object_anomaly is placed in a map it'll prevent the player from getting past the "press any key to enter the horror" screen
I've been reinstalling windows for the past few hours so I cant look rn
anomaly doing its job then
@iron needle any idea?
reinstalling? you didnt bork your rig testing did you?
nah just trimming the windows rot
probably a misnamed prefab or something
@lament ore I can't investigate atm but I will add it to my checklist and take a look tomorrow
@honest stag that one is fine but I think that's just like a little decoration to go along with anamoly, not another version of anamoly
@iron needle thx bb ❤️
on the "press any key to enter the horror" screen it'll also say "ESCAPE" if you have object_anamoly in the map
wait hold on
object_anamoly_fire is only the fire part?
DOOD
NORMAL FIRE ENTITY :O
or normal-ish
is it bread?
Is that the top of the burn_barrel?
I once had a barrel embedded slightly in a tele and it teled just the top lol
it's a little fire emitting base thing
likely there will be a "just fire" entity at some point
a little fire entity would be nice. can be made using an animated sprite and a trigger hurt tho
I'm sure sprites are probably low on the priority list tho lol
hey bros im trynna use light_environment in an open map and it looks pretty dark, do you know why it might be?
you use hammer/jack? or tb?
editor is irrelevant when it comes to what light_environment does, that's up to the compile tools
do you use ericw or zhlt or?
cuz if you're using ericw, you need to set the sun parameters in the map properties (worldspawn). Quake didn't have a light_environment
https://ericwa.github.io/ericw-tools/ the sunlight parameter examples on this page go on worldspawn
david I really wanna know why you put the origin where it is on this lmao
the origin is the exact point where the lines come together in the middle of the orange block
goddamn i just modelled a nice bed only to find out there actually is a bed entity just with a typo
dood bed you made > object bed 100%
the bad looks better than what i did but fuck it im keeping it
I just noticed there's a car but my brush van probably looks better lol
WHAT KIND OF ORIGIN IS THIS DAVID
its the center of the object :)
who needs fire when we can just embed burn barrels in the ground
How did you get those models/prefabs in the editor? They in your fgd @lament ore ?
Oh actually that's in-game isn't it
it's in-game yea
in theory I could rip the models from the game and convert them to mdl but that's gonna happen officially at some point anyway so it'd be a bit of a waste
Getting mdls for hl1 is such hassle
What do you mean?
I tried to make few models for maps
Studiomdl refuses to compile a model if the bmp texture for it uses too modern format
Bruh
in gimp you index it to 256 colors then select "do not encode runtime information" or whatever it is under compatibility options and that's all ya gotta do
it's a little bit of a pain but I mean the game came out in 1998 so like :v
can't really expect em to have supported revisions of formats that weren't invented or common yet
The newer versions of GIMP don't let you select "do not encode runtime information" if you index it for whatever reason
I ended up just using Wally
I'm using the latest version of GIMP
I did notice one time the option didn't appear for whatever reason but I think that was just a bug
I used the latest version of GIMP to do the entire Gunman Chronicles upscale project I posted earlier
which is HL1 engine
anyhoo, making progress on getting all the sizes and offsets right on the objects. it's a bit of a pain so I'm only gonna do a little bit at a time, but once it's complete it should be a lot easier to position things
Then I either got unlucky or I screwed up something, I don't really use GIMP since I prefer paintdotnet
func_bread? more like func_BASED
doin' god's work here bread
(i still dont use it because i'm a lazy ass)
if anyone wants to help out with the fgd, here's the map I use to find the sizes. Each grid square is 32x32 units, just place an object at the center of the orange block, compile, then guestimate the size and offset, and iterate until you get it right.
thank u bbys
idk about tb but in jack you'll need to close and reopen jack in order for it to reload the fgd btw
trenchbroom has a thing under files to reload entity definitions
nice
after I get the size and position of things right I'm probably gonna switch over to using the half-life fgd as a base since zombie said pretty much everything from goldsrc is eventually gonna be supported, and goldsrc has more things than q1
Will Opposing Force stuff be supported at some point too?
Namely info_target would be really cool
so basically here is my older map, but it's now a bit bigger!
i'm not sure wheter to leave it at that or continue, but i had so much trouble trying to make a new map - however when i returned to this one and started expanding it - it went REALLY well
see for yourself! (would love feedback thanks:)
also 6.99 nice
i tried really hard to fix lighting in the first section but didnt work, shadows will most likely be fucked :(
info_target should be trivial to implement if it isn't already. it's just an empty game object
@honest stag will play but cannot upload video until tomorrow
ey that's fine :) thanks
it's nice having people available to play your maps in this discord lmao
usually I just rope my gf into playing and she's bad at video games
i am really glad to have a streamer friend who is into dusk
so i just drop him the level and he plays it
nice
maybe one day we'll have a "level design general" channel in this discord
assuming dave doesn't tank the company by drunkenly ordering too much caviar one day
yeah i think this place will be kinda crowded once we have more moddable things like scripting
hey ill be showing my parkour test map you can join and see if you want
via discord stream
ey that sounds cool, discord streams are wonky for me tho
but i'd watch it
OH MY GOD THAT IS SO COOL
i want it
i didnt realise just how cool would that be
AND YOU HAVE ROCKET JUMPING YES
i dont know how that would be handled properly tho - you need to restart the map if you run out of health/ammo?
dave isnt going to bankrup the company with caviar, but with new website domains instead
thankfully, domains are cheap if you just use them as redirects :3
yo can i try your map out lol @summer dagger
hell yea thank you
just the bsp is cool right? ive never shared a map before
yep
you need to post a bit to get the "rat" role
see if you can beat it, i havent yet lol
upload to google drive for now
thank you my man
i can post it here for you, if you want to share it with people
I'll play it too if you post a gdrive link in here
yeah its cool you can
btw started using trenchbroom today so the map isnt really that hq
cleefs. I need to break up the skyline more tho
and actually i havent even playtested it till the end cuz i couldnt get there xd
thx bb
man i really need to try and do an outside map for once
thats cool dude send that video when you can
outdoor maps are nothing but pain and suffering to make in quake-derived engines
bsp just ain't made for this
pfft, not with that attitude :p
i suck at placing lights correctly so i prefer making them outdoors actually
having speedrun experience of dusk helps a lot
alsi i skipped the crouch section by rivet jumping
also*
that section of blocks before the ladder is hell tho
actually i can even record this if you want
but damn i LOVE this
dUUDE
Yo can you send me that bsp?
I can’t read 
uploadin'
for now im just gonna keep trying to beat it tho
lol lets hear those keys
VICIOUS KEYPRESSES
Lmao
i know that felling lol
if you keep making parkour stuff - i'm a fan
(hit that bell tho)
I wish riveter was more powerful
yeah i will
lol
but, having some sort of bfg-equivalent would be neat
Coming from almost 2k hours of TF2 rocket jumping is quite ech in Dusk
guess we'll have to wait for scripting and such so someone can make a dusky superweapon
ah
replace the mortar with the serious sam cannon
well, could probably be sorted via scripting, giving it more push
hmm
something that fires an orb of sorts that fires out hooks to nearby things and pulls them towards it as it moves, and explodes on hitting something
BFG in Dusk
sickles but on a rope so dusk dude pulls them closer
Oh boi, that parkour map is too hard 4 drunk me
Ye that’s the part I got stuck on. And then I passed it finally and then I fell and quit 
Cuz I’m too lazy rn 
bruh
lmao just killed myself with the riveter
Too bad console isn't a thing so we can't execute commands on map start (yet)
Immortality would come quite in handy for parkour maps
i just had a sudden urge to make NUTS.wad
._.
put like 10 fast firing totems too
bruh that's nuts
god i hate crouching
my minecraft parkour kid mind goes ''crOuchin mAke yOu gO slOw''
and i always end up sliping off
sliding
sliding is fucky
i suggest making a wall so you dont fall off lol, it honestly sucks
the hole is a good idea tho
thx i think i got it from an actual map in the game
People hi! Just curious.. Can I create the trigger which must destroy func_breakble?
(because I use that thing not long ago, but nothing gonna work)
Or this ain't gonna work on that stage of SDK?
In theory i think
Jack/tb/hammer?
Jack
I dont know much about it, but try this
Trigger_once with a killtarget property
isn't there a trigger_hurt as well?
Killtarget should usually work with most things
Not working is dusk atm
oh
In*
Ok....
Trigger_hurt isn't supported yet
But yeah killtarget us the way to for now probably
Is*
I have a crazy idea if it doesn't work but try it out for now
shit gtg its 7 am stay tuned for more tOp of the line high-quAlity parkour maps gn gamers subcsrieb
Aww
C ya
heya
Yo
how are ya?
And yeah wtf with my lighting, every shadow has own bluish color and there is no dark colors in the shadows -_- (drop that question recently but nobody answers pepeHands)
https://imgur.com/saoSFca
Good-o
I expanded an old map and linked it a bit higher
@proven agate do you have light_environment?
No. 👀
It's right here almost, just a bit higher
I have light spot thingy
Google Surveys just asked me about fucking Sven Co-op 👀
(maybe that's the problem kek
I don't think any of the light entities are supported yet besides light and light_environment
Soa... Which ones is supported? Just light? 🤔
So tb doesn't support light_enviorment but i can probably just slam it anyway to show up in dusk
How does it work? What properties does it use?
triggering a func breakable SHOULD cause it to break, btw. not sure if that's implemented yet tho
cc @ancient depot
light_environment doesn't exist in Quake. If you're using Ericw's tools, you can set sunlight properties on worldspawn
check the main page for ericw's tools
if you're using ZHLT you can use light_environment
@honest stag it same as light but it has a pitch to indicate light's direction
Just set it to -90 to be straight down
Ahhh that's cool thanks
🅱️usk
you can also change its elevation btw
Nutsk
Oh. Thanx bajs.

Elon 🅱️usking in Grimes
Ericw's tools have some pretty advanced sunlight options, check them out
ya boi's back on the phone this time
if I wasn't using WAD3 textures and transparent walls I might've used Ericw's tools on this outdoors map I'm doing
i actually managed to get light_environment to work without doing the worldspawn thing
i mean it isn't an actual light_env entity but it does the same job i think
WAD2 can have transparency but you can't have transparent textures on walls in Quake afaik
Worldspawn workaround is just way to get r_fullbright since it isn't supported yet
scroll down on this page for the sunlight stuff I'm talking about
not the light property on worldspawn
i really don't know what im talking about tho so i might be wrong but what i did was adding the property _sun on a light entity and setting a target on the ground for the pitch yaw roll thingy
if you're using ZHLT or other Half-Life BSP compilers, you would use light_environment instead
Ericw's tools does it on worldspawn because light_environment did not exist in Quake
have anyone had a problem when lights just stop working at some point?
everything about lighting is just fukt at the moment. tbh if you wanna go ham on lighting I'd just wait rn
speaking of
well
it's not really my problem, i'm helping a bit to one guy with mapping
and he says
"it worked, but just at some point it stopped working"
no lighting and I still have a long long LONG way to go on decorating but if anyone wants to play and give thoughts I'd appreciate it o3o
yeah idk. If you can get the bsp and the .map from him maybe zombie can look into it
i asked already about giving the map
Also actually if you wanna do lighting, you could load up the map in Quake or Half-Life (respectively) and do get it looking nice in there, then it should translate over to Dusk once everything is working right
idk if lighting was adjusted since the last time you played but either way it's still not entirely correct
when i get on my computer i'll try it dud
i'll do it them but a bit later
This channel should have a pinned message remember to load your maps in the original games if you encounter bugs
wtaf 😢 (room has no light sources)
https://imgur.com/PpgnN4Q
tbh it's probably a good idea to make the map visuals mostly in Quake or HL then just wait for the sdk to mature a bit before moving to Dusk.
@lament ore you can climb all the way to the top by jumping on this edge
don't know if anyone pointed it out before but..
heh nice
there's a riveter in the map anyway so if people wanna go out of their way to go out of bounds that's fine
in theory I could put clips everywhere but meh
Don’t stop the speed runners 🏃♀️
@proven agate have you tried your map in hl1?
see how it looks in HL
If the bugging persists in HL1 then you're doing something wrong, if it looks normal then it's SDK's fault
Ok i'l try it out 
Also as func_bread pointed out lighting is almost completely fucked right now, so I don't recommend adding more complex lighting than light_enviroment and simple light entities
or rather, add them and test them in HL, because they'll look right there, and -eventually- the sdk will progress and they'll look right in Dusk too
Let's get this bread 
for Dusk just fullbright the map for now
func_🅱️read
add a bread loaf to the dusk entities and name it func_bread
We need func_bread in SDK
@lament ore also map01 is pretty hard, i like it
thx bbcakes
does the sdk support changing breakables to metal yet?
yes
yeah
there are plenty of materials to use
add a "material" property and then just type in the material, the list was somewhere by zombie
were you able to tell it was supposed to be a radio lmao
ye there
those are from HL yea
were you able to tell it was supposed to be a radio lmao
i guess so
hey is there a way to get the official maps' bsp files? i feel like i could learn something by looking at how they're made
oh
darth mentioned they might try to release them in some form or another but it's pretty unlikely they'll ever be sdk compatible unless someone remakes them from scratch
ok. i try it out in hl, and every thing is pretty ok. (too good compare to dusk ones :D)
ya that sounds like a hassle
I assume the problem with your lighting has something to do with the SDK, I recommend just waiting till lighting is more patched
zombie has to meditate and summon the mind of carmack in a trance to understand the lightmapping algorithms
oh I just remembered Faith is published by new blood nowadays. I should make a faith map after I'm done with map01
best part is a faith map won't need lighting :^)
are these trees intentionally placed a ""little"" bit below surface?
no that was an error with the fgd 500_pts and I were discussing earlier
official dusk maps are pretty much unbsp-able without changing shit AFAIK, I recall some 0 volume geometry on E1M2 even
it's why I started setting all the sizes and offsets of the objects and props in the fgd
Zombie borrows 0.05% of Carmack's brain power when he's working on the SDK
I'll get through them all eventually
0.05% of carmack seems like way too much power for a normal human to handle
Oki doki, well just geometry of the level for now on. 
0.05% is the maximum a mere mortal can handle
you can do the lighting too, just test it on Half Life
@small gate yeah as far as I'm aware there's no real solution to convert a mesh model into brushes and I highly doubt there will ever be a workable one considering how brushes work
lul (otherwise good map, fast and spongy)
https://imgur.com/DS7OoBF
yea right now prototype the gameplay of your map in dusk and then do all the decorating in HL
I have calculated that 0.05% of Carmack's brain power equals to 800 IQ
did you know john carmack and his friends tried to pull off a heist to steal apple computers as teenagers
maybe an algorithm to create volume towards the map's void? lul
something like that idr the details
Yeah, I think Carmack just got month of public service or something like that
also, on the quake thing.... the game relies on floating point maths a lot, but it can somehow run on a pc without an fpu
(not fast, but it runs)
majik
softfloat is fucking garbage a thing
i first played the quake shareware (that i got on a cd with a uk computer mag that cost loads, because fuck yeah quake) on a 486 -_-
(spoiler: it was not that great)
by the time I played it I already had a pentium-something, but then again that was like 2002 or something
we got our first pentium shortly after, and that was a lot nicer :p
honestly as a kid I prefered MDK over Quake
(still didn't know about mouselook tho)
did you know john carmack and his friends tried to pull off a heist to steal apple computers as teenagers
true mastermind
||I still probably do ||
jail alert
:O
Doom>quake btw just stating facts here
So how finished is your map VEVEN?
uhhh
65-70% maybe?
Even a source port of doom>quake tbh
vanilla brutal doom >>>>>>>>>>> anything
"vanilla brutal doom" just halted my brain for a sec
but now i can use sunlight and i hope it won't look like garbage
i see my sentence worked
Vanilla Quake 1.5
@honest stag played it, it's nice
Ey thanks
Tomorrow i'll start working on an actual full map w/streaming it
A new one
@proven agate I didn't even notice you were playing my map because of the missing textures lol. Why didn't you install it correctly?
Oh.. i don't know what's the problem is...
Sometimes I just ignore everything and cut cultists to pieces xD
Gameplay coz 
But anyway, where to throw a map? To the "my mod" folder or dusk ones?
you need a palette file pretty sure
put it inside of the mod folder but outside of the map folder
i'll drop it in a second
Hmm.. it's already there...
I upload the entire mod folder so you just put "test" in "mnt/local"
yeah 😄
JACK has nothing to do with how you install the mod
palette.lmp should be in your mnt/local/dusk folder tho
otherwise WAD2 stuff won't load
just dusk folder, not mod folder?
palette.lmp is needed for all WAD2 wads so the dusk folder is the best place to put it since that'll guarentee it's always loaded
I'll put palette.lmp in my mod this time tho so you have it
ye
This is the last version I'll upload tonight. Lemme know if the effect of the cliffs and forest converging in the distance works well or not
Stoopid i. Ok. So, i'm goin' to play with textures now (and yet in the custom maps, there aren’t enough wonderful hulshult soundtracks D:)
Ok!
can't wait for ten thousand dusk custom levels using doom 2016's soundtrack
lol i just want to use some of the tracks david made and used in the e3 demo
they sound fucking incredible i love them
but again, they arent used
BUT I'LL USE 'EM GOOD
OH MY GOD i want a silent hill dusk mod.
like, right now.
with fog and shit.
i want fog to cover up the edges of my map lmao
lol that's a good use for it too
it's atmospheric as shit as well
I want you all to know that once scripting is available I am 100% going to recreate the HECU AI in Dusk
oh my god i want a silent hill thing in dusk so MUCH lol
i literally cant wait
i dont know how to code but holy shit i will try my best when the scritping is out
i need to already start making a map for it wow
what game mechanics would you want in that that aren't already in dusk?
strip the player from weapons/lantern type thing i was describing
mod the weapons for different behavious
lower the movement speed/restrict bhopping
i'm making a txt file with this shit
i need to remember it
that's an interesting thought experiment, how the hell do you distill the SH essence into a fast paced game like Dusk
those should all be pretty easy except possibly the lantern thing cuz idk if it'll be supported to attach a dynamic light to a weapon (easily, anyway)
the whole low poly thing is there
the textures are honestly fit SH so much lol
some enemies are great for it too like come on the horrors in sh
in fact the weapons and movement stuff shouldn't be scripting at all, just modifying parameters on the existing stuff
although obviously those parameters need to be exposed to us in order to modify them
basically this is kind of my only way of making a SH-ish atmosphere - dusk fits it really really well but i have no clue how to mod/mapmake for other games
and quake wont fit sadly
so dusk is my best shot here
well at least when there are more features for the sdk
Bruh, remaking those PS1-styled indie horror games Vinny plays every Sunday stream in Dusk
oh my god lol
quake won't fit?
@spiral nexus link me some of those I love Vinny lol
I'm actually watching him as we speak
nah i dont think it will tbh
@honest stag you got goals and motivation right? experience only comes with time and commitment
Surf maps when
im gonna make a Dusk total conversion mod and then sue Dave for the rights to sell it as a standalone game
motivation?
Vergil entered the chat
Dusk Leafy
Dusk Leafy
just code your jank, that's some of the most fun stuff on modding
i'll try lol
i cant handle coding in C videos tho
like i just go insane while they go on
mapping is a totally different story
@ancient depot buy the kinematic character controller asset on the unity store and let us write the Character Handler portion of it in DuskC
Soooaaa... after 8th attempt (f$$$ng scarecrows :D)
I managed to climb up...
Distant rock mountains is looking soa great, especially the first part with that pretty mountain pass...
And yea wtf is that floating bullet? xD
https://imgur.com/rO4H6Ch
it's possible to implement real bhopping and surfing like that
nobody does at first, and then they continue not doing so years after 🤷♂️
all our dreams can come true
Just let me do my own components
@small gate o nice lol. probably some enemy died in a weird way
@lament ore no need- there's more than one quake charactercontroller available free for unity
how about learning c now to be able to script when it's possible lol
there is an specific one that does from a dude on Knockout
I forgot the name of the project
and then there's mine that is garbage and has no surfing
I've seen it done but none of them are openly available
Also @lament ore you asked https://youtu.be/XKrQU84kt94
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I've implemented real bhopping before but I never got around to trying surfing
ayyy nice thx
this guy's write up on bhopping is good
I've seen a technical explanation of surfing on YouTube a long as time ago I think but idk if I could find it
That would be nice (imho throw a couple of enemies who will water you with all sorts of right top) (imho (2) and it’s better to pull the red magicians there (some kind of mini-task will apear, when you must find the cover or get rekt)
https://imgur.com/rO4H6Ch
(sorry for interrupting your conversation)
ohh theres a good video on bhoping
@long anchor I think so although my scarecrow on a post is weird now lol
In this video I explain what strafe jumping is, a bit about the maths behind it, and an exploration of why this is such a difficult skill to master.
Custom maps used: tr1ckhouse-beta3, xcm_tricks2
that vid's quite good, very well abstracted
ok obj rotations are broken again
I wouldn't use it for recreating q physics tho, it lacks a bit of the nuance
for only several objects tho
That video about straferunning is excellebt
I think in theory if I put some frictionless slopes into my old bhopping implementation in unity surfing should just werk
I'll try it later
if anyone's got the experience for that here, it's ivory
You can add a condition on slopes
if(FloorAngle > STEEP_ANGLE)
{
Friction /= 5;
StopSpeed *=5;
}
Something like this
You retain some sort of control onchow fast player can go
don't know shit about doom moddin

Frictionless you skyrocket to many thousands of units very quickly
it shouldn't be too hard to reimplement it all perfectly, it just takes being patient enough to recreate it entirely
code is just there for the taking
Ye
The most inportant thing to keep in mind about slope movement is that not only the velocity needs to be clipped to the floor normal, but also the vector direction of the player inputs
@small gate you'd be surprised, things that seem simple often aren't :v
this is definitely one of those things
it's more annoying and time consuming than actually hard
It's more the time to figure out how it works
@gritty forge why is it that going forward breaks momentum when surfing again? it's been quite some time since I looked into it
and the patience to actually follow it all through instead of trying to cut corners
@small gate nah it's really more about figuring it out in the first place
because that's when you introduce very small bugs and lose some of the implementation's nuance
it's extremely non-trivial
Surfing and strafing is all fine'n'tandy lads, but imagine:
BLJing in Dusk
I am not sure to be honest, i have never looked deeply into the HL slope physics implementation
BLJing in Dusk is all fine'n'tandy lads, but imagine:
GBJ in Dusk
Shoutouts to SimpleFlips
what a triumph is that
No matter what I do my life leads me into Vinesauce and SimpleFlips memes
something something Kirby is very cute
even tho I know the fucking song lyrics I still can't listen to it and understand it
how the fuck is the first line "1, 2 oatmeal"
1, 2, oh-oatmeal
Can't wait for func_vehicle support so I could create Desert Bus map which will play vengabus on the continuous loop
holy shit, imagine this
one control the bus, and the other players attack the skeletons riding on ANOTHER bus
now that's a gamemode
revenant- i mean fork maiden bus
winner is whoever killsteals with the last hit kills more revenants
The map will have a ram ranch that instantly GBJs you if you look on it
DUSK BUS
an 8 hour ride from Duskan to Dawn city
ranch isnt legal tho, brotendo
I am referencing Simple and Joel's desert bus 64 video where Simple's camera broke when he stopped to look at a farm
three quarters of the way in ducktales music begins blaring loudly
you begin to sweat
you look over
your driver is asleep
oh nono no no NO
https://youtu.be/c5KwKxkdD-M?t=25647
it's timestamped
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not a dusk mod i know
this is however a good idea of dusk bus
Desert Dusk
You have to strafe jump for 8 hours straight while enemies spawn in that you have to melee
you die if you leave the road area, and there's a slight wind that pushes you to the side
Desert Hup
i did a desert bus parody for a game jam once where i turned desert bus into survival horror
that sounds.... oddly fitting
Desert bus but you have to outrun the bus for 8 hours
Desert Van is an homage to the cult classic Desert Bus with revamped gameplay and a captivating atmosphere.
it's very silly and not very good
well, game jams are more about concept and putting said concept to work in a tiny timeframe
yeah
best part is you have to park your van in a way that the headlights illuminate the building you want to go into since there are no other lights in the game
But what is coming?
it
No man don't give me that.
let people's imagination do the work
maybe imply some stuff
remember how they messed up condemned by explaining stuff in 2?
you can see "it"'s headlights in the distance if you look back
ooh
Now I want a walking IT as the monster
well, time to at least finish part of a mountain, and start with a mine...
or, well, do the rough work on it, since detail later :p
@gritty night ngl your demake of the Alone in the Dark 2008 looking p dope
very alone in the extremely dark
ah... remember trying the demo for that...
it was an.... interesting game
I'm alone in the dark and the sound of my van keeps alerting otherworldly beings
This is a scene at the beginning of teh game, were a "special someone" tries to retrieve their stone. Well our protagonist doesn't think so. :P
I know its already on here a couple of times but I wanted a certain amount of the s...
the demo showed that it was pretty arse, but had a few neat ideas
it was like someone had a few cool ideas, botchered all of them, mixed them with little regard to wether they work together
shat on the presentation
heh
and then slapped the alone in the dark title on it
yeah, i liked the idea of the buildings getting warped and that itself being a danger
I'M THE LIGHT BRINGER.
I'M THE FUCKING UNIVERSE.
the destruction, fire, etc mechanics were really damn cool fwiw
guys this is the dusk mod channel
but then... the rest of the game gee wee
oh yeah, the fire mechanics were neat
very good dusk fire mechanics mod
we're discussing demaking shit to dusk okay m8 || I'm totally not weaseling out of having went offtopic ||
well, because people have done it.... i have to
what
the fuck is that
that caught me completely offguard holy shit
Big John's face on a..... 18944 x 18944 surface
jesus
john's finally as big as his name implies
how the fuck did you even light that up
I regret nothing
one light with the light prop set to 1000
(and i'm not even half way through this bottle of wine)
why do they barely give enough light with 300 yet light up a 18944 x 18944 brush with ease at 1000
i dont get it
majick
logscale yay
we should||n't|| pester zombie to get 3d skybox support
i dont know
uh... maybe
-extra -thicc
well, that's why i have this massive box around my map :p
so i can fill it with stuff
imagine having source-style skybox with HUUUUUUUUUGE big johns infighting on it
later in the last detail pass
you know what dusk actually needs
a mirror lol
dusk dude needs to fucking shave already
caleb, doomguy, duke are all cleanly shaved
you know why? because they can see their face in a mirror/on the hud
but gordon freeman cant so he has a beard
same with duskdude
thank you for listening to me ramble while sleepy
... you're wrong
gordon freeman woke up late as fuck
so he had no time to shave
that's why he's also late for the experiment
well, technically only doom3guy
you saying he just grew that in one morning
he scienced™️ it
doom1-2 guy doesnt have a beard tho
also bj blazkowicz or whatever the fuck
his name is on a hud guess fucking what
he's SHAVED
even tho he was in a prison cell
well, it was a very quick shave between taking the knife and game start
also....
i'm doing something ungodly
basically my theory is
just so you know
if you see a character's face in a hud/in-game with a mirror in an old game - they are shaved
if not - they have a beard
i'm waiting to be disproven
@ancient depot Have you figured out how music triggering will work? If so could you give a rough (or detailed) description?
fucking god damnit
tho tbh he was sleeping when he got hit by zilla's dudes
see, they're all late for work
bj: gets 20 years late for work because he gets stuck with brain damage and then
his clean cut shave becomes this
duke is late for work because aliens fired up his ride and he's gonna make them pay
god bj's jawbone is making me feel good
anyway dusk mods right
so what do you bois think about silent dusk?
like silent-hill dusk
sounds interesting
more sh is always good but I'm curious on how you'd distill such a slow paced game like that into dusk
again
slowing down duskdude
no more of your fancy bhopping
movement is a bit slower too
where is your god now?
@hollow laurel what's this
(i had to move the bottom of the box, since it didn't let me move the sides up)
i didn't buy internet for this
at this point that texture should be the default "texture not found" texture
well, it's 6x 18944 18944 big john faces
god i cant imagine the lag while moving those
18944 18944
W A T
that's just the geometry size, it's still just a HUGE cube I imagine
lol
i like how it looks like he's about to eat the church
hungry bj
just 2 big johns havin a lunch
just 2 big johns doing the spaghetti kiss with a church
lmao
"we are your gods now"
also the big john waiter above checking if they're happy with their meal
(that's from one of the corners)
it looks like triangle from this angle
dimensions if i select all sides of it: 19456 19456 19456
oh yeah, i also have bounce set in worldspawn
i do find it interesting how one man can become memes incarnate
(also, massive box size is temporary, i just like to have it as a canvas, to be shrunk when i've done the stuff around the map)
and i'm so happy there's a proper black texture in the dusk wad, for stuff like that
@balmy thorn Not yet, but I imagine it'll be a standard trigger that just changes the music (with an optional crossfade)
More complicated music stuff can be done via scripting
Will it be centered around stingers as well or ambience/combat music?
Enough functionality to replicate what the campaign does
that would be just enough and fine for me
hmm, from what i noticed in campaign, it sortof had.... triggers to either change music outright, or to "prepare" a battle track when you started the larger fights
Perfect.
and yeah, that should work perfectly
also, on a serious note: what i'm trying with this now is something sort of like the first dark souls, starts out where you see the path to take, and later on you'll see your goal in the distance
gives a nice impact methinks
yeah that soudns god damn awesome tbh
so, gonna finish the path up to church/graveyard first
....why the hell did i just rank up to fork maiden i got this rank like 3 days ago
@hollow laurel you mean how id games do? the sorta "horseshape map" theory
well, only on a massive scale
since the first bit of it will be.... start area -> outside path -> mines -> church -> outside path -> start area -> thing you opened up
always loved that gimmick, seems like a good way to setup expectations
I really missed that on DS3
or 2
2 i love
well, it was neat gameplay-wise, since it did have loads of interesting systems (and IMO the best NG+ of the series)
what
you dont like majula?
ds2 sucks omega cock im sorry
dude banned
I hate everything that isn't majula
the first 2 areas of the game
are great
after that
fuck
the place with ornstein
has a cool ass painted skybox
you know i'm used to people shitting on ds2 already i dont care
i just love that game so much
up to that point I was "okay this gonna be good" and after that I was left wondering where the presentation gone
at this point I'm pretty sure DKS1 was a lightning in a bottle moment they wont replicate any time soon
ds3 was pretty good by itself, but it's not the same thing yaknow
ds2 will never happen again and that makes me super sad :(
I love that game so much
i have like 150 hours on base and probably 100 on the second edition thing
and i would replay it again
(i got the special edition thing with the statuette)
i hated ds1 actually lol
3rd playthrough
and it alright
its not a good dark souls game but its a good videogame
i straight up refunded dark souls 1 actually
you gotta give it a second chance
I wish I did, despite loving the game
because holy shit the port is TRASH
nope
i didnt even like watching it lol
and now they fucking have the audacity of trying to sell me the remaster
just need to figure out a new name maybe, since i first planned it as an episodical
on the right?
that going to be a slaugthermap or what?
(also yeah, looking good man)
not slaughter probably
does trenchbroom have like a nodraw
?
serious sam-big?
nodraw?
hammer thingi
well, something like that, yeah
hmm
I think he means brushes with collision but invisible
sadly no
otherwise we would do invis. walls
even if it's basically will be island mountain with fortress + church
like some wanted to
and let people break it if they want
invisible walls STINK
nodraw is really useful if your map has non-trivial geom or stairs
don't use them ever
since it allows you to make collisions really smooth
i was just talking about optimization
yeah
invisible walls are needed so i dont have to tell people to not rocket jump over the fucking 10-meter fence
i'm sorry
STAIR CLIP
well, from that corner i took this i still have 144 fps
so, engine does some decent culling/lod things internally i guess
unity batches things dinamically AFAIK
I'm pretty sure it doesn't matter how big a face is
and i don't really have a monster rig
well, also that my entire map is in the middle of that box
also there's nothing too crazy being rendered
dusk is really well optimized
(also, doing a map like this makes me appreciate the move camera hotkey)
shouldn't be a problem
i have some detail in the tall elevator, but that's also somewhat enclosed (windows only in the upper bit)
and, i guess the gate to the church
though you'll first pass that going from the church, if you go by the intended path :p
god i forget how good vertex manipulation is
hammer just fucking dies
if you use it
trenchbroom is so good for that
remember, this is a project i started on worldcraft 3 :p
yo why dont you use JACK? heard it's good
I wonder if there's any way to constraint all geometry in blender in such a way you could guarantee it always generates valid brushes
think you need at least 0,75% carmacks for that
also, my cat is fighting a box
life is good
well, better get that script done in that time then
irreversible damage settles at around 5 minutes tho
0.75% carmacks will make a person have a fucking massive ego boost before instant death from thinking how good they are
okay, in 5mins then
even 0.1% is enough to make you crave supercars
and 0.5 is enough to make you consider yourself a god
there hasn't been a single mortal who has experiences more than 1% of Carmack's brain
it is said that on 1% the IQ number is so high that there happens 32-bit integer overflow in your brains and you instantly die
Y'all better not talk shit about Carmack or he's gonna send his AI after you
Romero and Facebook are only things that are keeping Carmack from developing Skynet
Oh you didn't hear? Carmack quit oculus
uh oh
John Carmack steps down at Oculus to pursue AI passion
As Civvie once said, "There's a timeline where he kills us all"

fucking blew up a window or something to steal a computer, what a guy
who
civvie
who's civvie
I don't know
civvie my balls, GOTTEM
why is civvie in a dungeon anyways what the fuck did he do
but alas the judicial system doesnt work that way?
did skynet take over and that's why there's robots?
There's a difference between laws and ethics
Ya nah
But is civvie in the US because I dont think they have dungeons here anymore
None of that
yeah I didnt mean to take any of that there
Hey Guys I sure hope Zombie adds scripting soon haha
C++ tho oh god
what u don't like pointers 
most i'm looking forward for in the short term is.... coloured lights from bsp(2) via .lit (aw yis), and something to make functional lifts
you mean func_door
He said C not C++ stoopid.
even stinkier
Zombie writes his own C compiler
is there a prop/object for a pc/monitor? if so, what's it called?
alright. just wanted to avoid doing the same mistake i did with that bed again
whaddya mean mistake
my man brush models give an amazing perosnal touch to your decorations
and they are very customizable
yeah youre probably right. im working on them tvs right now
its also probably easier to create brush models than fiddling around with the prop placement
Will the scripting not be a form of Quake C?
but i gotta say i find it hard to make some good brush models only using the quake/dusk textures
Your models shouldn't need to be very complicated though
So for a TV for instance you'll likely just need 1/2 textures
yeah im only using 2 but for ordinary stuff like a tv which is mostly black i find it hard to find something that fits
but i'll mess around a bit more and then see how it looks ingame
[14:39] Vriska: my man brush models give an amazing perosnal touch to your decorations
and they are very customizable
that good ol' cs1.6 look
I love brush modelling tbh
yeah it's literally my fav part
it will not be quake c
is the design already settled?
I think zomb said a word or two about it but never demo'd any snippet or anything
it will not be quake c
Not that it matters to me cuz I can't code for shit, but what language will it be? @still raptor
wait, didn't you guys say there wasn't gonna be any scripting in this?
not on current version
duskC
duskD
Ye scripting will come later
How moddable will Dusk eventually become? So we can do Total Conversions? Our own games?
zomb claims "full source code release"
so pretty much entirely moddable
it sort of already is, if you're willing to dig into binpatching/harmony
I love brush modelling tbh
@rapid crown yeah i gotta say its pretty fun. didnt think I'd ever get so creative on an armchair
how can you say that and not even post a screenshot
yeah it will absolutely be fully moddable considering it will go open source
but even without that, youll have no problem making tcs
Oh I didn't know it was going open source. That's great! Thanks guys
@onyx marten yeah boi, it's very relaxing tbh but yeah.... Screenshots pls 😉
im not done yet. it isnt even a really special chair lol
damn now i gotta really get creative since i said that
Not at all, just do your best and have fun. We just wanna see ☺️
p. much
i dont know how to texture it yet but thats pretty much it
Lol that's a lot more detailed than I'd do 😅
Looks good but I think it might be scaled too large
the few times I tried modelling anything (cad sketches of some bedroom changes) I'd keep notepad entries with real world scale of things
you can either measure that or just find generic measures on amazon.com
it's really helpful to keep things look just 👌
man first thing I wanna do when custom scripting happens is add in some maybe-janky VR support
yeah it kinda got out of hand lol
god thatd be a true test of your VR tolerancr
yes it also probably is too large 😄
I've always wanted to replace this, so I recorded my own grunt, added a bit of impact to replicate the "hit" aspect of the original sound, and then put it in the game as a .flac file. The game pitches the sound down 10%.
now i'm pleased
Always wanted to replace it with my own sound
For being made entirely out of brushes, it looks somewhat comfy
gracias
Looks good @onyx marten you ever used Blender?
I'm looking forward to when they add custom model support
i don't even know what blender is
nice since english isn't my mother tongue i just learned 2 new things
Lol
@PoolboyQ#7103 https://www.blender.org/
@onyx marten

