#dusk-modding
1 messages · Page 35 of 1
that is very very weird, there's nothing there that should cause issues
yeah i didnt see anything that should be a problem
woo i got the doors working
i just said "fuck it" and put them into two separate triggers
but it wasnt as severe as my candles were probably, it was ok just not so smooth
@balmy jetty oh yup its 3 secrets
@honest stag did u find the key in my cathedral map?
no actually :P
aight, i figured it may be a bit too well hidden
did found some secrets tho
eh, on that map i only remember the key and that diamond on top of the crucifix that ur not even able to reach lol
@honest stag uploading those vids now, they'll be about 20 mins
vriska can you send me some links to maps
ready in 20 mins
i tried finding them here but couldn't
is hospital4 a part 4 or a version 4?
eyyyy nice
i wanna know so i dont start at the wrong place
well i'll drop them here, i dont think it'll be a big deal since they have already been posted
actaully no
its version 4
people will link them if they want to
k cool ill play it
aight guys droppin my map 😎
noice
it ends when the lift doesnt work because i fucked up something
i dont recommend playing on cero miedo unless you're fucking nuts(.wad)
i can take it :)
let's-a-gop
@onyx marten uploading now
@onyx marten there is a scientist on out of bounds 😦 im uploading now but couldnt 100%
i found him in my nbclip mode
oh yeah there's like five or six enemies out of bounds, two of which are in a broken monster closet
when i add ur guys maps they dont have textures how do i fix that?
@honest stag https://drive.google.com/open?id=1X7UDXQVgQ91mAujH-_Er6kPU150SUlY1 just download the file, don't bother waiting for it to process lol. In this run I managed to bug myself out of completion, I'm uploading a second video where I (think?) I completed the map
Aesthetically you did a frickin superb job my mans
Gameplay-wise I'd suggest you read the door problem article from Andrew Yoder. There's a couple places in your map where it suffers from that.
Some tips off the top of my head to alleviate the door problem in your map - have the cell the horror is in breakable so I can't just stand outside the cell and shoot him dead
In the part where you go up the ladder and there are enemies in the room, I just fight from the ladder because there's no real reason for me to go up there and risk taking damage instead of just gunning them down from safety. Maybe teleport them in after the player comes up into the room
alright i'm about to play @alpine depot and @onyx marten 's maps, let's see what you guys got
alright i'll check out the vidya a bit later, having guests lol
@onyx marten if i had any recs, i would only have 2 minor ones. maybe first isnt possible but 1): put some image/CCTV/static on the hanging TV's and 2.) maybe more enemies in stairwells. would be fun to jump down them fighting
my map suffers a lot from the door problem, but i intended for the most part for it to be like that
not necessarily moving, i just mean anything but the "no image"
he said it was beta tho
vrista send me your map
Fun hospital map. Some great concepts here such as the key in the morgue and cafeteria ending. Can't wait to see more from this mapper!
^dont watch this if you are about to play poolboyq's
will ruin it for you
DON'T SPOIL IT
spoiler alert!! you shoot things!
JESUS FUCK DUDE THAT'S A LOT OF ENEMIES AQUA
lol
hahaha
i may have overdone it
im not the best at balancing
also why i said dont play it on cero miedo
I Can Take It at the most
holy fuck hospital4 was scary
@onyx marten your vid is uploading I'll link it when it's done. I got some strong "survival horror" vibes from your map, I think you should lean into that and make ammo way more scarce. Your map could be legit scary if it's like "oh god should I use my shotgun ammo on this enemy or should I save it for something bigger" and etc. Also I feel like the grunt battle didn't really work. I'd say maybe get rid of the grunts and just make me fight the welder alone but with way less ammo available.
yea hospital4 is gonna be good as fuck once ambient_generic is available lol
WHAT THE FUCK
@alpine depot I'll play your map rn
oh cool you got past the warehouse
there's three secrets but they dont count on the scoreboard thingy
wait
guys
i'm bugged
the start "press any button to continue" screen won't go away
what am i doing wrong?
@icy isle you need palette.lmp in your mnt/local/dusk folder
you can get it off the quake wiki
@barren terrace what map?
damn dude your map is fucking awesome aqua
seriosuly i love it a lot
finished it now
oh man i just got something to eat
You might need to close and reopen Dusk if you added new files. You can only hotload when you're replacing existing files
thanks vriska, you think i should tone down the amount of enemies?
y e s
i went a bit crazy in the warehouse and gate control areas
literally every section = 1/2 the enemies
i opened it after i added the files
seriosuly
ok
i'm not sure what's going on
does nobody else have this issue
still doesn't work
damn it really is surreal watching someone play ur map
@balmy jetty im not done but big ups for pulling out the cigar lol
🙂
uhhhh bread
alright i've reduced the amount of enemies a bunch
warehouse should be much more doable
i think i have to reinstall
@lament ore
not sure what's going on
like it's not the end of the map
is everyone loading the custom maps in the same mod they make their own?
maybe that's got something to do with it
@honest stag here's the video where I complete the map https://drive.google.com/open?id=132VLUd5V4Ze_KTcBQBqj_fMk2DMGIdEB
i have them all in diff dirs named after the creator
'ight thank ya
you do have palette.lmp dont you?
@honest stag is it a trigger_once? because I ran through it unintentionally and then the door closed itself and I couldn't trigger it again
the door should probably just stay open
yeah it is lol
i didnt think wait -1 was working so i just raised it
ahh
yeah I was busy avoiding enemies
cc @ancient depot on the door staying open not working
@barren terrace https://imgur.com/a/qrg3AYK
@alpine depot uploading a vid of your map now. I think I might've ran into a similar bug as Vriska's map and I couldn't complete it lmao
what happened?
@func_bread thanks for playing, i wanted to go for a rather creepy setting with it. thats actually a good idea, i thought it should have an action setpiece at the end but maybe i'll make the cafeteria a lot darker and put 1 or 2 welders or something in there. also i may reduce the ammo
Regardless, like others have pointed out, yea the door problem and too many enemies. Try making better use of fewer enemies. When I make maps I try to go for as few enemies as possible to make the experience I want to make
yeah i've lowered the enemy count, 25 less bad boys hanging around now
working on that door problem
When you have too many enemies it either becomes boring because I'm just shooting enemies from a doorway, or it becomes unreasonably hard
nice
25 less?
i'll probably open up the warehouse more as well as gate control
it needs to be like 75 less my man
ok i gotta play this monster_aqua map now to see what you guys are crowing about
def give this a read
yeah i read it earlier
CM ftw
"pfffft ill be fine"
way too much
@balmy jetty thank u, the no image screen was the best i got lol. thx for bringing the bugged scientist to my attention.
that welder in the start of gate control is gonna fuckin die tho
yeah imma give monster aquas map a go now
alright i figured it out
now hopefuly playing both maps
like properly this time
changing up the warehouse a bunch
ok
would you prefer less cover or more?
can the door problem be solved devil may cry style
when i just slam the door behind the player like an asshole
my maps load up fine but other people's doesnt
so he's forced to take it like a man
i dont even know if thats possible yet
good idea
i'm not sure
yup its possible but i didnt want to create a wad just for the tv and this goofy picture i had in mind lol
hehe
so i've been sitting here trying to figure this out
@honest stag is that the end of the level?
jump into the coffin
cuz if not then i got totally stuck
i did jump in it but i dont remember seeing the message
probably thought it just said that i found a secret so i didnt even read it lol
ahhh damn
didnt see that message either iirc
@honest stag that's actually addressed in the article lol. Yes but it doesn't feel good and gets old fast if you do it every time.
@alpine depot im not even halfway done but u absolutely killed it with the details and overall look of the map
should i just report this?
damn
thanks, i'm glad my efforts are paying off
Clarity, you sure your game is up to date?
yeah
yea the map looks superb @alpine depot
k so im having some issues so i wont be uploading my playthroughs but lemme say that all the maps i played were really fkn cool
I'll upload mine so far rn lol
ok i think i have solved the door problem devil may cry style, can two trigger_once's target a door and essentially toggle it being open or closed?
me map. visuals are a WIP obv
@alpine depot why not just allow the door to be opened with the use key?
is that how they solve it devil may cry style?
ive never played the games
i want to lock the player in the warehouse so they're forced to push through it, i've changed up layouts a lot so it shouldn't be a big deal
i'll play it if i can get the other maps to work
oh I see. idk if target on death works yet, but when it does you could just have the toughest enemy unlock the door when he dies lol
FUCKING FINALLY
@onyx marten hospital4 was SCARY n i jumped a bunch of times with the jumpscare-y placed enemies, also the fact that its completely silent made it extra spooky and imo, you should keep it that way. i did get stuck and had to play it again to beat it but that's the only ''negative'' thing i'd say which is not even that bad, keepitupboi
that means i need my teleporting monster closet to work
playing all of them now
cuz i have a boneball as a miniboss that TPs in when you get the red key
but trigger_teleport be dead :(
@lament ore please dm me your map so i can play it later
OH YEAH @onyx marten I did get a little turned around with the layout of the map. Some more landmarks could help a lot
@alpine depot awesome job with that map, i love the big room with the trains. only criticism i have would be that there are a bit too many enemies / too few weapons especially at first
yeah i'm fixing that up right now
ok yeh CM is too much
and i noticed with that elevator at the end that 2 tires actually go up lol
im still trying tho
@lament ore first of all MY EYES, second of all i love that cliffside, damn, good job
yeah the lift is borked but i'm working on it
@lament ore @summer dagger thx. ur right i'll have to add some more detail in general. given its a hospital its supposed to look a bit samey but i understand it may bea bit confusing sometimes
gatdamn i have to go to bed but i'll try func_breads map first
lolol thx lads
@short sentinel I showed my gf the hellscreen trailer and she said to tell you "It's horny. It's sexy. It inspires lust." so take that as you will
Thanks babes ❤️
@honest stag the design on the church is crazy, i was progressing really slowly on the level because i'd always stop to check out all of the little details that you put in it, it actually felt like a real place and not just a level if that makes sense
@onyx marten i kinda like the samey look on the layout though, it made me feel lost and like alert all the time
and as you said it fits well with the hospital theme
yup im also really diggin that terrain design
also i finally realised i maybe should use more wads than quakes and dusks
no ending yet
ohh i found a switch
@summer dagger thanks, also i dont even know what landmarks to put in given the overall theme
i like when switches in one area open something in another, but yeh maybe somehow draw more attention to it
that'll do it
ah yeh perfect
"gee i wonder what this does"
i think the switch texture itself is a bit camo. i blame new bloods
nah
too many enemies?
1 - remove some of the enemies in the corridors, they feel really cluttered in them and there's not enough space to have interesting fights against them, the warehouse and the room with the red key can hve them though, they're good
i've halved the enemy amount and changed some layouts so everything should feel a lot better to play
2 - the detailing looks really nice, i thought the lack of colored lighting might hold back how pretty you could make maps, but it still looks great, i see you spent a lot of time on it detail wise and it really shows, nice work
yeah i wish colored lighting was supported
and music :(
i wanna listen to lord hulshult's jams :(((
3 - i don't know how much you have in terms of sound control but maybe add that one door sound for when doors open, if that's even supported. i like the idea of having a switch open up a different part of the map, but it needs to be telegraphed more, like either have it happen in front of the player or have a sound queue of some sort
yeah sounds dont seem to work rn
otherwise i'd be adding sooooo much of that
sound plays such an important role in anything
@lament ore really liked how open yours was and also how even if it was really open you paid attention to every part of it instead of just making big empty spaces
also all of the cliffs surrounding it are amazing, it felt really cool to climb them and to see the view from up there
4 - i see you tried to mix and match a lot of enemies, and what's done really well here in some places, i like that i can kill the welder first to dispatch of a bunch of soldiers
overall well done, i look forward to playing V2
v2 might come out just about now, mainly seeing if the door problem and enemy placement issues are fixed
@alpine depot i wish there was a secret crossbow to find before that room that the switch opens
now
you could mow down lines with single bolts
about @onyx marten 's map
you'll need the crossbow for sure when you're on the lift
so yeah i'll give the player that not just in a secret
or wait i have a better idea
yeh but all dusk players find the secrets. especially if its an easy one
like maybe if you jump across to that second big barrel thing in the room with the switch
hey aqua where's your bsp
mine are pretty well hidden if i say so myself
oh hold on i'm putting in a new bsp right now
or maybe have a way to get up to where the mage/wizards are in that level
oh hell ye
just gotta recompile
via platforming, have it count as a secret, but it would also be somewhat visible if you kjump
sure ill wait
there were secrets in ur map monster_aqua? the stats didnt show any
oh yeah they arent official yet
nah i was saying there could be an early secret with a crossbow
if you want the first secret, look to your right when you start
btw i was noclipping around your map
and ran into a room out of bounds full of bone balls
LOL
yeah
i instadied
i felt it was punishment for me noclipping
hold on im gonna whip up a "NO CHEATING" out of bounds area texture
Alright poolboy heres some feedback
@summer dagger thx bb ❤️
1 - i liked the attention to detail, nice moody start, gets pretty involved when you get to the first little arena. i'm guessing harder difficulties have more enemies? cause it felt a bit empty, detailing wise i really liked how you did certain things but you should probably break up some of the empty space with detail
:)
did the effect of the forest and cliffs converging in the distance work?
2 - secrets felt pretty good, but i feel like they should have rewarded the player a bit more? i like the attempt tho, just needs to be planned out a bit more in order to properly feed into gameplay
3 - i don't like the use of that barrel being the only way to get the red key, stuff like that can go bad and ruin people's experience with the map, in fact when i saw it i almost thought it was a secret since there wasn't a lot of signposting
overall it's pretty nice, it needs a bit more work though, keep going
@alpine depot did you fix the spawns?
func i'm getting your map soon
the barrel?
?
i respect your opinion, but i thought the secrets were perfectly placed in hospital
is that the one you are talking about?
oh you must be talking about a diff one
no thedral
ah ok havent plauyed that one yet
voila, v2 of v2
great, i'll juss get this one
@barren terrace oh alright i thought u were talking about hospitals cuz i have some questionable barrel placement there aswell lol
sure
as well as aqua's and func's maps
but i think ur criticism applies to both maps, thedral is less close to being finished tho
well i'm bout to find out
k so little help here
do you need the wads to run func_bread's map?
I dont think so
ok
But I dragged them into the root of my custom maps mod folder anyways just to be sure
oh wait it says it in pins, "Custom texture WAD loading is not yet supported"
first pin at the very bottom
oh ok
yeah that's a good thing though
makes loading custom assets fairly easily if they are properly packed into the BSP
yo aqua your level is so pretty dude
ikr
is it possible to somehow add a blood texture on top of another one? transparecy isnt supported yet right?
baha I just realized some of the rocks didn't compile right and the geometry broke in the build I sent you guys oops
@onyx marten i dont think so nah
lol I'm really glad everyone likes my map's design
I'm already learning a shit ton about trenchbroom and this is just my first map lol
not to mention half of the stuff we'll be able to do isn't even implemented yet
alright poolboy here's your second round
hit me
1 - right off the bat i like the Trenchbroom modeling, there's liberal use of what seems to be custom assets and the map sets a nice tone pretty early on, though the lack of sound is really apparent in these sections, and for a moody map like this it's kinda necessary, i also think you could've done a bit more in the lighting department, maybe add some darker rooms or mix and match different lights to give everything a more abandoned look
oh fuck I think i accidentally lock the player in the warehouse trying to brute force an unnecessary additional solution to the door problem
ya i think that happened to me
affter getting the red key i couldnt go back to the red door
2 - maybe have some of these empty rooms add up to make a bit of a story, there was a lot of attention and effort put into proper placement o were props go in each room, but it feels kinda bland, i get what you were going for but it needs that extra 20%, maybe something custom would go well here, like a message board full of announcements and some papers for the patients that were here, a lot of possibilities
or maybe im just dumb and you're talking about something else
at least I now know that you cannot toggle a door when its already been closed by another trigger
yup i'd love to be able to put some text onto brushes
same here
3 - the barrels return yes but that's not this map's biggest issue, that has to go to the almost blatant copying and pasting of entire rooms, above that the map really doesn't lead the player well because of that, since so many of the rooms and corridors look the same
4 - i know that the theme of this makes it so only the scientists really fit, but because of all the shotgun use they feel easy
ya gotta work on both of these, they have potential man, just keep pulling through
i have to sleep btw cya all tomorrow
cya dude keep it up
let's start placing bets for what's gonna be in the next SDK update
I bet more trigger implementations
I bet my life savings
@summer dagger no im still here lol
ah lmao
even though i really should hit the bed
its 1am here should I bother with sleep
this mapping shit is addicting
ya that's why i said it cuz i remember you saying you were gonna go
1 am thats rookie numbers
yes it fucking IS dude yesterday i was up till 8 am i think
its fuckin 7 am here whats wrong with me
i always stay up until like 2 lmao
only on weekends because i don't want to be sleep deprived during school
I'm not that insane
thanks, gonna be adding a shit ton more tomorrow and refining some other bits here and there
now that i figured out how to use a door as an elevator things are gonna kick up a notch
god it's so much fun to map, trenchbroom is literally perfect
I finished the warehouse section at midnight and thought it was only 11 until I checked
yeah besides the softlock in the warehouse it was really fun
yeah I completely forgot about that
I really dont even need that extra door to shut, everything is already a lot better balanced than before
from 100 enemies to 54 and it feels so much better to play without all that artificial difficulty by spamming enemies, the feedback definitely helped a ton
gn everybody
derailed is really cool
feels somewhat like grimdark version of half-life
love the level of detail and architecture
Half Life was definitely an inspiration, there's something so cool and eerie about all the facilities in Black Mesa, it's fun trying to replicate that using the various styles you can choose from with Dusk
feels even better with ambient music on
maybe something more industrial would fit better
I'm surprised I never asked this. Are the effect sounds meant to be working? o.o
dat concrete on the left
they love their concrete
the only miss here (aside the softlock) are buried train wagons
it would work as transition without enemies
well the end section has you waltz through a train stuck in a cave-in full of rats
and a mage
and two horrors
Alright i'm back
Thanks @summer dagger
(For the kind words on church)
I didn't really see if anyone else played it and gave feedback
@lament ore is the map you linked with changed layout from last time?
ayee
good mornin'
I didn't really see if anyone else played it and gave feedback
give me the link or jail
U played church already dood
Nah some people asked for maps
uhhh bread so i watched the video and uhm
i think you might be playing an older version???????????????
i'm not sure
like the end level trigger is there???
and there were 2 knights too...
basically i have no clue
but thank you for playing!
have any kind of palette file in your mod's root folder
also
@alpine depot sorry to ping but i NEED to know
have you decreased the amount of enemies?
@lament ore haha! Your gfs response made my day!
Hellscreen dev? is that a first person shooter? if yes i want to know
so i kinda made no fucking progress whatsoever for the past day because i was eating pizza and sleeping
so i kinda made no fucking progress whatsoever for the past day because i was eating pizza and sleeping
Priorities though 😄
Is there going to be support for rotating/spinning objects? @ancient depot
maybe
@lament ore i think you didn't pack your textures correctly cause the map has none of them
and the default trenchbroom texture doesn't really work well as a dev texture
@honest stag it me
have you made a map yet?
@barren terrace church v2 was finished like 3 days ago yo
Do you want me to link it?
but if you cant - no worries
here ya go, i would really like it if you could record it too!
oops messages wrong order
as soon as tomorrow i'm gonna start making feedback videos for maps, would anyone be interested in that?
i would love that honestly
i think anyone who makes those maps would very much be interested
i really dont like how i made church very good by my own standards - i cant bring myself to make a new map
especially after that gravity flipping map got no one interested lol
it could be way better for sure but now that i made it - i have no goddamn clue what to do
i'm making a "bunker" and it's alright so far but i just look back at church and think "ah fuckin damnit i cant make something that good again"
why limit yourself to X place
i'm just using those as map names :P
church is only a starting room in church.bsp
y'know
bunker doesnt even start in a bunker and wont end in one probably
eyyy thank you
i guess it doesn't have an end button/trigger?
?????
uhhhh it does
did you jump into the coffin?
it should print a message telling you to do that
seemed to do it for others
maybe missed it?
if the level doesnt end - i MIGHT have sent you a wrong version but that's impossible
hi
nvm
i jumped around for ages and couldn't find a coffin
also your lava pit at the end is leaking
and the trigger hurt doesn't work
it's a secret and there's no trigger_hurt
you jump into it and get a secret
a crossbow
can you show the vid?
alright
hold on
just so you know, both the pit at the start and at the butcher section need to be more obvious, they're both hard to see
the butcher section?
ahhhh i see
you mean the hole?
i'll see what i can do about them
but normally people find it very quickly
'ight thank you!
alright so im going to ramble for a bit sorry
soo i started making Church a week ago exactly, and in total spent maybe 20 hours on it? 25? something like that
so it's just really really weird to me - i'm tryin to bring myself to make some another map but it just.. isnt working out
and when i think "hm how will this map look in an hour" i have no goddamn clue, no plan whatsoever, let alone a plan for 20 hours ahead
not even for 10 minutes lol
for Church however i had an idea of what will it be for about 3-4 rooms ahead
ye i try to but i get SO fixed on small detail work
did you know that the first section of Church was finished 95% of the way through before i even made the cave entrance? :(
play people's maps/dusk's official maps to get inspired
that's normal for starting out mappers
that's why i said, build gameplay first, without any textures, then do that
it helps to have a floor plan so you know what you're building and you get to focus on that
it feels very weird to do that because i want a map to make sense, like a real-ish place, even if it's a cult dungeon
to quote ArraySeven "just fucking build the map, you can worry about that stuff later"
so like i make the layout but what does the layout mean/connect to the other places on the map
a floor plan can work for that as well, it'll make it feel like a tangible place that exists
i'll try doing that for the bunker thing tomorrow, see how it works out
maybe get a pen and paper out, who the hell knows
maybe even look at real world bunker floor plans, see how that works
the layout is your guide for everything, where players go, the order of keys and key cards, where the big fights take place, what each place is
thanks for the advice my man
@rapid crown yes, I'll repeat this quote:
The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc
The plan is to have full support for all entities from them
Alright just to make sure
There is absolutely no way to make a light switch right now?
nope, not until we support light styles
which are one of the harder things to support tbh
Dang
well, you could toggle a dynamic light on and off if we add an entity for that
might add light_dynamic from Source
I could push a candle into a teleport if that's what you mean 

@honest stag finally
doesn't include tha last bit
why not youtube tho?
i just rewatched it and i can clearly say that pit is too dark
would take ages to upload
also i cant download it???
just says" folder doesnt exist"
damn how long is the video if it's 1gb
nope
well shit
you can directly post mp4s here
not if they are 1gb sadly
you have rat rank so that restriction is gone
ooooh
throw it up on a unlisted youtube
yeah the map is tiny but the video is huge lol
i had my shadowplay settings on high, hopefully now that i changed to medium it won't make big files like that
well let me try youtube then
yeah it'll probably take a bit but nothing too long
Imma play fear while it uploads
I think I'll give the last 3 BSPs that were just posted a try
just before I head to bed
@alpine depot your map is really pretty, the attention to detail was insane, very nice work, i'm guessing you plan to expand on it? with that lift at the end? very nice
:O o shit
play derailed it's fun
@honest stag you should turn those hanging bits of meat into func_breakables
start derailed
||"Looks like I've been sidetracked"||
motherfucker lmao
@ancient depot thanks for the reply. I know rotation isn't in vanilla Quake so wasn't sure if you'd be adding ents from source ports or not. Thanks👌
Yeah, we're going for Half-Life tier entity support for the "1.0" release
Alright so here's a layout plan, i have no clue how will i make this but now i at least know what to do, this actually helps a lot wow
...man this is gonna take a while lol
is that for church or a new one?
new one
is it possible to turn a bunch of brushes into func_detail and put em together? that u can click one of the brushes and it selects all of em?
Yes
Hold Ctrl and click on them to select them
Then right click
Group
You can also use groups
nice thanks
checks used textures to find something
where the FUCK did i use the picture texture what.
haunted game smh
I mean. It IS vaguely Lovecraftian
i literally cant find the object that uses that texture
there arent a lot here
what the fuck is this
oh.
right.
i needed a plain white texture.
huh makes sense i guess
fuckin spooked me for a second though
Lmao
so uhhh i tried to make a hazmat suit and uhhhhhhhhhh
this is actually making me laugh
he looks so fucking sad
teenage boy as a robot for halloween, painting by Vriska
fuckin lmao
I love it
lmao u need to keep it
they are multiplying
if i were to make it fit to the artstyle, it would be made as texture
i'm making a sink out of brushes right now even tho there are props
you think i'll use textures to make a hazmat suit
The question is though, is that wheelchair func_breakable.
Nah I'd still take modular meshes over brushes any day.
thx. nah i just like that u can give it ur own touch
Super wheelchair Duskdude 64
backflips included
this game needs a pogostick
A func_breakable pogostick.
nah a pogostick that u can jump through the map with
I am still trying to think how can I make desert bus in Dusk once func_vehicle is available
i had some problems with func_pushable before but i'll try it
what kinda problems?
...func_pushable is a thing?
yeah, it was added before even func_breakable lmao
wha
well shit
i made a box pushable and it got stuck on a straight wall or something
@onyx marten that wheelchair is insane dude. Love it 😆
it worked at first but when i placed monsters in there it got stuck on something
lol thx man
Is there currently a central location where all the usermade maps are uploaded?
I want to test the maps I see being posted here, but cba trawling back through chat when I get to my pc
ok so i have no fucking clue why isnt it working - the func_door here is NOT going up even tho it should.
it's triggered(or at least supposed to be) by a multi_manager, which is activated by a func_button and connected to another func_door yet that one goes down perfectly????
i'll give the setup of all the elements plz help :(
this is the func_door that doesnt work
multi manager
@rapid crown i dont think so, not sure tho
the other func_door that works
i have no goddamn clue why isnt it opening
or moving at least
Hmm. We need a map hub similar to Quaddicted or something
maybe because of the spawnflag?
it's a "dont link" spawnflag i added as one of the things that was supposed to get it to work
it didnt work before that so no
and it has no reason to stop because of it either
oh ok no idea what dont link does so..
makes sure that touching doors dont act as one platform
and individually instead
p sure
i dunno, i'll try to recreate it but i gotta go for a couple minutes
no worries man, i'll spend some time trying to figure it out
this is so weird though god damnit
i'll give it a shot
so i guess u want a small stream type door come out of the faucet and another one to fill the sink right?
you're correct about the Don't Link flag
By default in QBSP (it won't happen in HLBSP), doors that are touching will "link"
Don't Link lets you turn that off
Correct my man
Did you get it to work
The steam thing works
The fill part isnt and it has no reason not to
Stream*
Hm i have another idea actually
Lemme try
i recreated it and for me both dont work lmao
well at least 50% of the things work
alright trying out a new solution
GAMER MOMENT
i need to make it look nicer obviously but HELL FUCKIN YEA
wanna know how i solved this
i just duplicated the fucking working part and changed the size and the angle lol
who needs a prop sink when you have a blood sink am i right
might make the fill part slower actually
so it's gradual and not instant
hey @honest stag https://youtu.be/LUP2Cyd9aa4
oh hell yea thanks
finally
i'll check it out rn
also i'm back from lunch
i realise i'm a bit of a dumbass since while watching it back i looked at the hole like six times
that's my bad
you know what's funny
i made the caution line near the skeleton a func_breakable
but i didnt see ANYONE try and break it yet
also the bar lines are the same
you can also break a bench there
and no one used the vending machine lol
actually func_bread tried but it didnt work for him??
level end trigger didnt either for some reason
anyone got an idea why mobs cant seem to get past the door? also how i can prevent the textures from colliding with that door?
i've seen this a bit, i think some mobs get stuck in doorways that are too small
click the door
and tap the arrow key
either outside or inside
it's practically invisible yet textures look perfectly fine
it only seems to happen sometimes and seems to be coreelated to the size of the collision box or the generated nav mesh fucking up
ah ok i did this with all the doors but i didnt wanna do it here since its supposed to be a closet u shouldnt see coming
oh wait
like the 0.125 size
and i cant turn the wheelchair into func_pushable for some reason. func_anything really
i'll try it
make sure it's not a func already by turning it back to worldspawn
oh man, i didnt know u could go lower than grid size 1 lol
does parenting work in trenchbroom?
oh yeah thats it, its func detail already
or is that just a hammer thing?
is it possible to make the gibs for func_breakable anything besides glass?
You can make it different yes, you make a property "material" and the value is the material - the supported list is somewhere around here
ok cool thanks
Type "Wood" for that
So like
"Material" = Wood
No quotes, just pointing out that it's a key
ok that worked thanks
Np
I did
I'm glad ya revorded them
As much as i want to change things up - if i go back to that map it will suck me in
And i'll struggle to start making progress again
Recorded*
no need the pin that, it's standard information you can get on that entity on the valve wiki
it originates from Half-Life after all
main difference between Half-Life and what we have though is that you can use the material names instead of numbers
but if we have a pin for every little thing like that we'll hit the limit pretty quick, the plan is to set up a developer wiki soon for that stuff
A developer wiki wow damn
when compiling my map it says "warning: reached occupant at xyz no filling performed, what does that mean?
there's a limit
damn
leak?
shouldn't matter for dusk unless it's not compiling
alright thx
i don't know how quake compilers notify leaks so
i'd look at the coordinates but i'm to dumb for the "move camera to "function
doesn't a failed compile produce a pointfile? trenchbroom should be able to load that and show u exactly where the leak is
wether or not it creates a pointfile does not necessarily mean there's a leak
also it's worth noting that leaks don't matter unless you're using the .fgd
uh i opened it with tb but its just an empty map and an info box that says "at line 1, colum 1: expected "{", but got decimal (raw data: '624.000000')
im using the .fgd from func_bread
are you getting any visual glitches in game?
like the lights not working properly or props not loading in?
no
then just ignore it
maybe the lights dont work properly and i dont notice but idk. yup
func_detail is used for any brush that doesn't hold the level in right?
Sorry for intruding, but how do you play mods in DUSK?
intruding
I see what you did there
To be more precise, where do you put the folder?
basically, i'd not use it for walls and floors and stuff but basically every small detailed brush
@ancient depot mmm yes
Open up the game's directory, and look for an "SDK" folder
In there, look for "mnt" and then "local"
@onyx marten that's what I thought thanks
Inside that folder, create a new one for your mod
Yeah well the thing is, it isn't there.
Then you don't have the SDK currently
I did the beta branch thing as well.
I can still launch it.
I still have the option to launch the SDK.
hmm
Alright.
I'll report back when I verify.
Nope
verifying files didn't work.
So when you launch the "SDK" option, is there a "Modding" option at the main menu?
is it possible to start the level without a flashlight?
Says Dusk.exe is missing.
Not currently, we should add that in the next patch
@sour hollow Did you purchase Dusk through Steam or get it via a key? I remember when we first put out the SDK something went wrong with that and only people who bought it normally were able to get the SDK
Purchase.
That's even stranger then, hm
You're definitely on the branch if the launch option is there and it's complaining about the .exe
But for some reason Steam hasn't downloaded anything
Yeah.
Maybe because of the Soundtrack update it yeeted the branch but left the option.
Hm, I'll have to defer to @still raptor or @iron needle on this one since I haven't touched the Steam backend stuff before
Alright.
The only other thing I can think of is to completely uninstall the game from Steam and reinstall it with the SDK branch active
Steam being weird I guess
I left it on the exact same branch (dusk_sdk).
god
Thanks Volvo.
Thanks for the help tho.
np
I'll ask again, are enviro sound effects not working or am I being a derp?
sounds arent implemented yet
okay thats better than me being a derp
hello
hola
hello there
Ah, I see David added some maps to the MODDB. Do I have to download the SDK version to run them?
yup
When were do i need to drop map files?
sdk>mnt>local>foldername>maps
and u need the palette.lmp in the local folder
or in the foldername not quite sure
is fire implemented yet?
seems like palette.imp already here
alright, does it work now?
I haven't checked yet. SDK downloading
does ambient light/sunlight work? no matter what I do it just doesn't seem to work.
If you're using properties like _sunlight it should
because that's done by the light tool, and isn't something we need to (or can) handle
is fire implemented yet?
Like, a placeable fire entity?
I don't think we have a proper one currently, but object_anamoly_fire would probably work
I am using _sunlight. maps are still black unless i have light entities everywhere
Have you run the light tool on your bsp after compiling it?
yup. ok ill try that
Hm, should be working then
Maybe the light tool you're using doesn't support _sunlight
@onyx marten everything work fine to me, thank you
@ancient depot object_anomaly_fire is that weird lil volcano type thing
well, ambient light works now but sunlight is still weird
light_environment should work if you're using the dusk fgd
that doesn't do much either
it just works the same as a light entity
unless that's what it's supposed to do
so if i wanna share do i just need to drop the bsp?
does that include quake's start.wad? cz it uses that
yeah but i guess almost everyone here already has it
it is possible to do truecolor palette for Q1BSP?
i fucked up
for some reason now a lotta doors in my map behave like func_illusionary even tho they are func_door and the enemy hitboxes seem broken
any idea how tf that happened?
they're not rotating
its really weird they its kinda random if u can clip through doors and hit enemies now
in the run i did now it was only one door that had issues and the enemies were ok again wtf
ohhhh boy its coming together
fuck you on with this "to be fair" shit first person platforming is my SHIT
¯_(ツ)_/¯
Yeah, platforming in FPS can be great and dusk fortunately has the movement to support it...
so i was working on my map in trenchbroom when my PC decided to crash (crappy old system at this point, not trenchbroom's fault) and when i try to open my map back up i'm greeted with this error " at line 1, column 1: expected '{', but got string (raw data:' " not sure what to do.. and i should probably ask the trenchbroom discord but i figured i'd ask for help in here too
At least with Dusk easier air control it should be a better experience
Excellent @barren terrace
the fgd really undermines the actual size of duskdude
It's going to be hard to do legit platformer maps for Dusk
because if a surface isnt dead vertical you can climb it
@warm badge did u try to open the .map or the .pts file?
cuz i had the same message when i opened the pointfile
@warm badge check your crash map save, it should be mapname-crash.map
in the same folder
damn dude
i disobeyed the first mapper law to rule them all
now i must be punished for my sins
anyway fuck my map man its all fucked up
why?
okay so, crisis somewhat averted.. i just decided to open up an autosave file from only half an hour ago, barely any work is lost
theres an autosave feature in tb, but idk if it really works
also there doesnt seem to be a crash file?
the autosave feature seems to have saved my ass because i have a folder with like 50 autosaves lol, that and i mash ctrl + s after virtually anything i do
no
Well shit, i guess only when tb crashes it makes the backup, not when your pc crashes
i got this bug or something where some doors randomly become illusionary and then goes back to working and sometimes i cant hit enemies
where are the autosaves?
the balls
i made a folder within my quake mapping folder for now, just called " dusk " and within the dusk folder there, apparently, was an automatically created autosaves folder
turn all doors back to worldspawn and set only one back to door, compile and see what happens
this is fixable
oh got the autosaves
there should be a folder called autosave inside where your .map is stored, aka the balls
oh lol
alright i'll try that
but most doors seem to work its just 2-3 that are fucked
lol the balls?
do they have weird key/values?
does anyone here who's made an outdoor map know how to properly do sky light?
i'm having trouble figuring it out
i underscaled so much
i'll first try turning the broken doors to worldspawn and see if that fixes that weird hitbox thing
@barren terrace really? doesnt look too bad
so i made a test map to get familiarized with trenchbroom and one of the textures works but the other one doesnt for some reason
time to axe a good hou or so of work
made this thinking i could go through it
and that was supposed to be a small courtyard
do you have your lmp file @faint kindle
now they are worldspawn and i still clip through and they act like doors still
yeah i have palette.lmp, where am i supposed to have that file again?
just delete and re add
root mod folder
So I can't post things cz I'm not a rat yet can I?
something like that
mk, yeah i have it like that, but since i placed it, one of the blocks has a texture and the other one doesnt
you can post links
i know it poopoo
Oh hell yeah
are you using non-dusk textures?
DB bsp within
lemme know if there are any obvious technical issues re: compatibility
nope, all textures are from dusk.wad
@graceful hinge i'll give it a go as soon as i've overcome my mental breakdown
D:
playan rn
Enjoy. First real map using Quake builder. Very much not designed to be a Quake level
woaw finally sum maps-to-play!
@barren terrace cant you just scale the map up?
i made the doors worldspawn and the enemies are still bugged fuck it imma load an autosave
does it matter which texture I use for the end level trigger brush?
alright cool
@still raptor already fixed for the most part, still how do the sky lights work cause i've been sitting here trying to figure this out and still haven't
I gave up on utilising sunlight
by the way poolboy if i get the same thing it might just be the fgd
just set it to 1 and did everything with entities. Probably going to end up in it going nana when an update comes in
man my internet is fucking awful
yeah but i think nobody here had this problem so far. thank god theres autosaves, i only lost like an hour of work
which is kinda managable
Rough, but better than the whole lot being lost
yeah thank god theres autosaves
im mostly pissed of because i was basically ready to share it and then this shit happened lol
It'll be worth running it back. That's a nasty punch
@graceful hinge Very nice map! I like the pacing and the pickup placements, as well as the aesthetics. I had two problems when playing. 1) enemy encounters in the underground portion and parts of the not-house portion suffer from the door problem https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/ 2) the platforming section is currently impossible, probably because of the scale change that happened a few patches ago. I also got lost after I got the blue key, not knowing where to go next. good map. pic related is the not-house portion
the door problem, i should add, is exemplified by dusk's inability for enemies to walk through doors that have been lowered
at least on the current patch
