#dusk-modding
1 messages ยท Page 36 of 1
not so much the house
What do you mean impossible? It's very possible. Build up speed and hit the jump pad
Maybe I should indicate the Blue Lift a bit better
suppose that skull texture thing doesnt stand out quite like the crystals
oh let me check
oh wow nvm im just bad at platforming
ill get a screen one sec
Yeah the Hupping Pits are a bit of a step up from the kind of chill pace of the rest lol
this part, theres not much incentive to go out into the arena, more incentive to sit back and point & click
You reckon?
Tried to lure out with the gascan, hoped that would keep people out there
I was playing on cero miedo btw
Ya Cero Miedo is pretty tanky on this one
oh, yeah i noticed the can afterwards
Wondering how I can motivate getting out then
care to hear a possible solution?
alright one sec, MS paint time
Appreciated, I'm pretty blind on the actual ethos behind battle design beyond blocking views to make sure it starts at the right time
hence that right fence is way the hell up there and the left one slants up to the right
Make sure the lads in the garden dont all come piling out as soon as you get on the roof
Heres an idea
red x = enemy
pink x = ranged enemy
the ranged enemies are stuck on that platform and cant come down
player takes out first two enemies when he walk in
Aah
But there's the problem of the window
kindof layering the encounter
Won't enemies proc from sound?
nope
Huh I could swear they did
its sightline + sound
if they cant see you they wont aggro
but, of course if youre right in their face they will aggro
Just want to be sure you can't scramble that whole situation by bopping a dude through the bars
That's why they're all so far back
oh lol i didnt even notice that part :)
thats cool though, a little incentive for the more observant among ujs
All suggestions welcome mayn
sweet
one sec
barrier in the middle blocks line of sight to the two ranged guys
two enemies rush player as he grabs whatever powerup/weapon/health
player fights ranged enemies and last two enemies (probably) enter the fight
just spitballing
oh yeah
line of sight is everything to layering an encounter
that is not to say that shit-ton-of-enemies-all-at-once encounters don't have a place
For sure
I'll prob consider a lot of what people mention and go back in and scramble it up in the next few days
Every bit helps for someone who pretty much only knows speed-based level design
That's why the pacing is so deliberate lol
haha nice, yeah cant wait to see where this map goes
Gonna be dot lit when props turn up to
Make that outer area seem less bare
(by that i mean lighting properly)

aye is anyone up for testing my overhauled map?
yeah
its inteded for cero miedo, kinda survival horror like
nice
ill check it
nice
I like it
Great brush work
2 in the first run
good i was scared they'd be a bit obvious
some doors are openable that have that little nameplate thing and some doors that aren't openable don't have the nameplate which was confusing
other than that, nice map!
One of your scientists appears to have zipped through the roof
Also found the red walled area secret in reverse then found the normal opening lol
Is that why the gascan is there, to let the creatives blow themself up to the vent
The oob scientist appears to be around the final lunch hall area
Some spawning position issue or an off-grid angle must be bumping him up there
Had it happen in my test map, happens to pretty much all enemies. Unsure exactly how to battle it outside of trial and error
lightning is not good
:<
I think anomaly is one of the ones that causes it
object_teleporter also, just found it
damn
looks like I'll brush up a teleporter then
Better to know whats doing it
@onyx marten really like the new secret in the morgue
And lots of cool new details such as darkness in some places
One thing I miss is the hoards of armyguys in the cafeteria . They were fun to mow down
And they are always fun to put along side the guys that blow up when they are killed. I say add like 8 of them end there and maybe a few more shells next to the switch to conpensate
@graceful hinge yeah he's supposed to be in the room where u used the gascan. never thought of this method to get there but thats nice, i just had it there to kill the leatherneck since ammo can be scarse depending on how many secrets u found. thx for the feedback
Welcome. Keep working on it, great to see some more horror-inspired approaches coming out
heh i used barrels to get to the morgue secret from reverse way before i figured out where it was
@balmy jetty which one? the left or the right one? yeah i was torn on the last room, maybe i'll bring the soldiers back. thx 4 playing
@graceful hinge On to ur map now, in general i think its pretty awesome. i like the general style and layout
the one where you end up in the red flesh room
i went in through a vent on the other side
But I have a couple minor criticisms, 1 the framerate was pretty low sometimes, i dont know whether thats on me or on the map. 2 i think i encountered 2 stairs that were too high so u couldnt go up without jumping
Was that the starting area that was chugging? That'd be the candles up top
Was curious how that part would run on other rigs
yup the starting area and the outside area a bit
Hmm maybe I should substitute it for the light objects, they seem to let the engine cope better
RE: Stairs depends on which ones. The starting staircase is like that I know, could tweak it
The stairs inside the side window is kinda non issue since you only ever go down one way.
3 in the beginning room i went straight ahead into the big open area because this seemed like the intended path but ur pretty much screwed if u go there first because u have almost no weapons
Glad you enjoyed ๐
Yeah I dropped an extra shotty in the industrial yard for that purpose
Maybe the building could use with a SS or something on the other side
and for the last one after killing almost everything i was pretty confused on where to go, are u supposed to climp up on that balcony? cuz i didnt figure out a way to get up there and was a bit stumped
The balcony with the little window?
yup, i think after that is the room with the stairs u mentioned?
You're meant to hop over from the roof, which needs the blue key to get up to
i never found the blue key door tbh ๐
It was the lift lol
Ya thinking ill make that lift the blue crystal texture
but in general i thought it was really cool, special props to the platforming section wich i didnt get at first either but once i figured out what ur supposed to do i really liked it + that breakable bookcase is awesome
Thank you much! I might try and put some indicator that you need to go real fast to do the platforms
just have a picture of lightning mcqueen drifting at the start /s
little picture frame with Sanic in it under the giant sword window
np
How do I get monsters to follow me through doorways?
Wish I knew
Lol I was just making sure I wasnโt doing something stupid to cause it.
Nah it seems like a universal problem rn
Archways they can do, doorways not so much
How do I get monsters to follow me through doorways?
Tell them there's free pizza
prop_delicious_pizza_slice
weapon_pizza_slice
I've used Hammer, but here's how I did it. An info_target parented to the player
npc_bullseye was a Source entity that made NPCS attack it
Interesting. Ty.
Problem is, we dont have those entities in the SDK yet
(not holding my breath for Source entities anyway, Zombie said GoldSource entities are the focus, like info_target)
I need to work out the deal with the info entities
The wiki will come
I wanna upload my map on moddb but it says that .bsp files are not supported. how's that?
nvm i got it
Can I get some lads to play this and give me some criticisms? Did you get lost? Was there enough hp/ammo? Were you ever overwhelmed? Thanks.
@mortal narwhal will do
I'll be afk for a while so please @floral drum with those crits
sure
the hospital one?
yup i overhauled it a bit
cant you set a monster entity's target to be another monster entity, and they'll prioritize that and try and kill it before attacking the player? I remember seeing a TB tutorial where he set a monster's target to something and I just got this thought
@mortal narwhal is the teleport platform the end? cuz i got some more enemies remaining but i have no idea where to go
@mortal narwhal loved it, in terms of ammo and hp i think it was pretty ok although i think there was too much hp like i never really had low health and because of that i never felt like in real danger. also the layout is great, i loved exploring the map and i really liked being able to get on top of pretty much every building. what i don't know is if i actually got lost or if there's no ending yet, after getting the yellow key i couldn't find the yellow door. overall it was really fun tho and like made me want to explore like it was welcoming if that makes any sense
sry if my english is kinda broken lol
@mortal narwhal basically what agustin says, i realized i played an earlier build of ur map before tho
and I dont think the crystal texture fits the tower all that well. but layout and overall design is great
also its cool how deep it was, it reminded me of the original dusk maps when you entered a new area and just kept going further and further in, really cool
also it was really fun killing all those rats with the mortar lol
How tall are doors in Dusk supposed to be?
i think i had mine 112 units tall
All right,it just because Im think of making a house
if u're unsure just test it but 112 worked for me
dont know for sure but i made vents 64 units tall and it worked fine
Classic
does dusk support fog?
game does, dont think sdk does yet
@onyx marten @summer dagger thanks for the feedback! yeah I should have noted that the yellow key teleport was the end of my WIP. I'll use those ideas for my next version, I'm glad you both liked it. Other than the teleport at the end, was there ever a point where you didn't know where to go? I really want to make sure the player knows where to go because I hate getting lost in games lol
@mortal narwhal no i didnt get lost anywhere else, i already played an earlier version tho
in that version i got lost a bit but i think this time everything seemed more obvious due to the use of colors and stuff
@barren terrace he did its up there somewhere
is there a special way to rotate things like the light fixtures? normal rotate tool doesnt work
yeah please try it out @barren terrace
is it possible to add a vertice on top or on the bottom of a brush?
yeah hold shift and alt then drag up
ahhhhhhhhhh thanks a lot
yuup
i've came across a specific problem a couple of times now, anybody know y some textures are always flipped on the y axis?
it seems to be happening when they arent touched by a light source
i know this is weird
but it's true
try putting one
and see for yourself
like the light entity has to collide with the brush?
the light it emits, yeah
also that can be fixed with a light value on the entire map
oh ok not the actual entity
like a small one
how are people compiling maps with ZHLT? every time i try to compile with it i get an error saying "Error: Texture 'black': palette size is not 256."
oh i never tried adding a light value on the map that might be helpful thx
just make it real small
like on the worldspawn right?
eyyy good
ok mcClone imma play your map
i'm gonna record myself also
hopefully it doesn't make a big file
@mortal narwhal please don't name your map map01
there's already people using that name and it doesnn't help with keeping files organized
cause to play it i have to exclude func_bread's map which is called the same thing
hm
i tried putting a "lift" door again and it's not workin', not even on touch
i have to be doing something wrong right
it's just like last time :P
do i have to duplicate the working one again
idk check entities.txt
man i'm really bummed i can't get lighting to work properly in this
outdoor lighting that is
probably not
it isnt
yo how can i make a door only openable with a button?
is it door_secret?
?
just func_door but triggered by a button, no?
that should make it only open when the button is pressed
ah
yup
np
@cyan bone what is your DUSK configuration like? I use the Sven Co-op fork or ZHLT and it works fine
original zhlt also works for me, my map is just too large for it
imma try and stream again, can make progress so maybe that'll help
@honest stag link?
check the streamer's den channel
here's a lil' tip for you folks, try to think of a good piece of dusk music that would go really nice with your level, and play that on the background as you develop it
silent hill ost too good
i did that with fallout and unreal tournaments ost
still trying to connect to your stream btw
didnt find it or cant connect?
more hazmat suits ๐
So my map is becoming a horror map and i love how it looks
Spooky
Lazy skybox or woods at night? you decide
i wanna do some multiplayer on some of these
getting the final touches on this version of my map before sleep
mostly lighting and props
pretty happy with this actually
the outdoor lighting is a compromise but still
when the sky looks like a ceiling
heyyyy looks awesome
@lament ore nvm, managed to fix it by taking "-nowadtextures" off of hlcsg
the well up close and with a proper light fixture
@lapis hare i'm betting you haven't seen a lot of dusk maps?
thanks vriska
nah mate i'm just slapping your--ok i'm not finishing that sentence
asscheeks
yeah i figured
vriska the type of guy to try seducing a god in dnd
where the fuck is general
up
ok thanks
Reminder to not place any magic light sources 
Only place light entities were theres actually a light source ||bad advice for quake tbh||
uhhh i am stupid
what do you mean exactly?
like you mean if you make a lamp you have to put a light entity there and not have the light enitity just float?
I mean you better have a lamp model or some kind of texture that looks like it gives of light
ye
ohhh that
but that's actually bad advice for quake maps :)
Why is that bad advice for Quake maps? Do you mean because of the lack of GI and needing to use a lot of fill lights?
FUCKING NOOOOOOOOOOOOO
not all of the progress sadly :(
oh rip
Oh man i really want to add like a red alarm light oof
it would fit this map so damn well
taking a nap really helped - i fucking love how scary this is startin to look and i'm yet to add more details - I REALLY WANT THE PLAYER to not have a flashlight :(
i guess i'll just have to print a "Dont use the flashlight for best experience" message
Vertex manip strikes again RIP
@honest stag I bet we get some way to break the player flashlight
or just "make it fucking yourself" when scripting is out lol
I'll make a note to add something like trigger_break_flashlight
thanks zombie very cool
then you can just place one over the player spawn
then we need the flashlight item aswell
๐
can you pick up 2 flashlights
never tried lol
dual wield flash light
thank you so much for that zomb!
it's like, top 3 features i want lol
lmao
all I really need to get started is a way to make maps in TB without ever touching a wad
then I'm all in
you'll need to wait until we have full Q3BSP support then
I dont think theres a compiler for Q1 or HL BSP that supports texture folders
oof
@fluid nimbus what's wrong with WADs? they're pretty easy to make
it's tedious and also it restrict the color palette
I easily lose attention so anything that takes me ever so slightly out of what I'm currently doing, be it mapping or texturing, makes me completely lose focus
I think I posted a pic a while ago of what my texture actually look like vs what they look like in editor / in game
it's really bad
Why donโt you use Q3bsp then?
lol
not fully supported
also I don't own quake 3
and for some reason trenchbroom wont let me import textures
become a JACK Chad, we have WAD3 where each texture gets its own 256 color palette
I just use a placeholder texture and replace said texture with the one I actually want to use in my โQuake3_modsโ dusk directory.
I imagine it'd be hell for the sdk to support that but I wished I could just outright make maps as scenes/packages in unity
whenever it goes open source I guess
also think some tools might block that so hit esc to deselect other tools/brushes then do the click -> del thing
I did not know you could hit escape to deselect things bruh Iโm dumb
think tb does stuff in sequence for esc, first it goes back to the default tool (create if nothing selected, otherwise move) then deselects
and to not mess things up, i usually hit esc a few things when i'm moving from working on a brush
smash that esc button
textures are black after adding dusk wad?
screenshot?
console says it couldnt find palette and then a whole bunch of file not found
weird
do you have quake 1?
no
i just downloaded it
from the two min tutorial description link
got the windows release
yea even entities dont have anything
You need to have quake (or hexen etc) and tell TB where it is so TB can load entities etc
@dark star have you watched the Tranchbroom video tutorial series? Might be a good starting point if you haven't
where can i find em
https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
@ancient depot @still raptor can we get this pinned please for new mappers?
I'd actually suggest watching the whole thing before you get started, then go back and work through each vid
yeah those are amazing, for real
Also, you should definitely get Quake. It's cheap as chips now
is it as cheap as a sandwich tho?
(it's a reference ok)
aw
Sry
q1 atmosphere chad gang rise up ๐ก
I've never used q3bsp. Require Q3 for it? Also what are the benefits over reg qbsp?
no pallete restrictions. shaders. you can make more complex geometry/terrain. Most of which i dont actually take advantage of lol
im sure theres more. i just started messing with it this past week
Interesting. Is there a resource I can read up on it a little more?
you still have to make wads right
Thanks @torpid agate do you have to use q3radiant?
you can use trenchboom
you dont need wads but you do need to extract the textures from the pak and convert them from .tga fromat to .png and place them in a texture folder in the directory where you would place your wads for halflife
Just woke up. Thought I might start on my second map today whilst waiting for the next SDK update.
How about you?
general kenobi
pretty good. going to complete my map. not today probably, still have a lot of work to do and very little amount of time
did anyone ask if the music is going to be in near future?
Sounds will be implemented at some point
Pretty much any HL/Quake feature will be implemented according to Zombie
no i mean
ofc it will
in nearest patches?
cause it's kinda meh to play without music
bruh
๐ง ๐ท ๐บ ๐ญ
I might have finally got a hang of normal quake lighting making a horror atmosphere - seriously i just keep looking at the bunker i made and feel unsettled and unsafe
Just because of the light
lights rule
do light styles like flickering lights work atm?
Placing light entities is fun and relaxing until it isnโt
I might be avoiding lighting but I know it will have great effect.
I took me like 10 attemps to light up a room with a hallway but the result is just oh man
I love it
It*
Making maps is fun and relaxing until compiler finds a leak @torpid agate
My maps are so basic so far I hardly have to deal with leaks lol.
what do you guys think - is it lit well enough or it's too dark/bright
looks good imo
Try turning off light flares in settings, see how that looks
in dusks or tb's settings?
i wish u could just tone em down a bit theyre pretty extreme imo
^
I just took the bullet and don't use them at all
although originally this level should be nightish but it's not since we don't have nightsky yet heh
these posts looked much better with night lighting
I gave up and slammed a big black box over the open area in my map lol
i did the same, but i didn't really like it
i just try to ignore it until skyboxes are a thing
i have no idea whether to make night or day maps
Dusk map 
ayeee
you know what
i'm cutting the posts
not all of them, only ones that are
needless?
i dunno see how it looks
i think they could stand to be sparser, sure.
i think thats better
smol guns
Ye i agree
smol guns for smol duskdood
Someone should do a music mod replacing every track using their beautiful singing voice (recommended not to use beautiful singing voice for a more authentic sound composition)
I'd do it myself but I cant find my microphone and for some reason my headphone mic doesnt work :(
like that minecraft April fool's joke
what hups would be like lol
that reminds me of that half life 2 mod
oh yeah lol that too
Uhhh hey @ancient depot , in theory
What if i replace the sickle draw sound with an entire music track lol
Can that work?
It would take a while to load, but it would work
Holy shit
... fuck then it would start playing every time you draw sickles
... Then i'm giving the player a sword at the start
YPh my god
Oh*
You can still select the sickles though
But you wont because you have the sword!
Or you could select them to start the music when it ends lol
i was thinking about replacing rat alert sound with music and then let it follow you under the level on big plane brush
the sickle is more useful than the sword unless you have 200hp since it can return projectiles
As a melee weapon tho sword beats it even at low hp
Good ammo conservation
Basically i'm gonna do this
Yeah if you're up close it's better
sword is only good when you can charge it since you can deflect projectiles with sickles too
Basically i'm making this "mod" now lol
hm
what if
you replace not sickles draw, but weapon pickup sound
you hear pickup sound only when you pick up weapon for the first time, right?
It will reset the music though
hmmm
hm
for some reason the sound didnt replace
i should make a sound folder inside of the mod folder, then make a "sickle" folder and add the "draw.flac" right?
is that how it works?
let me try and replace it in the dusk folder
oh shit it works, but for some reason not on spawn
like if i pick up a weapon and switch to the sickle it will start playing
I didn't see this was #dusk-modding and assumed it was going to be a meme about him crying in the mac miller track review
I just wanted to post a flac meme and this was the first one I found
he protec he attac but most importantly he cry about macc

hahahahaha
so this is fucking awesome i think lol
notice how the music is present at first but then cuts out untill i take out the sickles again???
bootlegs i guess :P
but god damn thank god
map is WIP obviously so more detail work on the way
but holy shit i'm so glad to have music even if it's a janky bootleg solution
a blood sink*
@honest stag always save while on vertex edit
someone replace rat sounds with jerma's rat song plz
you can't yet
can't you replace any sound in the game right now
The sound files are there and can be replaced, but the game doesn't load all of them just yet
Mainly because some sounds are handled differently in the code, and those parts of the code haven't been moved over to the way the SDK handles things yet
I noticed that editing UI also doesn't really work besides few fonts
I mean yeah
Not fully supported yet
Editing the UI isn't supported yet yeah
I wouldn't recommend touching the fonts just yet
what kind of trigger do i have to use to alert an enemy?
I tried but it doesn't seem to work
Quake had one
Actually
Dumptruck's tutorial on triggers talks about it
Iirc
But again, i dont THINK it will work in dusk?
yup he used trigger_once. doesnt seem to work in dusk sadly
Def something that should be a thing probably
yes, but i'm not even sure if this was used in dusks campaign
If shooting can alert a monster, i dont see making them alerted by triggers being a difficult thing to implement
I'm no programmer though, talking out of my ass here
yeah i'd think so too
I just scrapped my entire lift sequence for a cooler one
I've started my second map which follows up the hospital map. but I'm not sure where I'm going with the layout
there's gonna be multiple lifts next to you all around with enemies appearing everywhere instead of just one lift
the enemies actually have a chance of hitting you then
Adding the blood .wad really helped. how's ur map doing so far?
they were all stationary everywhere in the first incarnation and it was either too overkill or not enough for actual difficulty
they kept shooting the ledges every time
Oh sounds cool
However
If you are on a vertically moving section, doesn't it mean projectiles will...
Just don't hit and go above?
Like
Enemy shoots-bullets fly at the player
But player moves down at all times right?
Bullets arent connected to that elevator
the lift raises up very slow
Oh that's good then
for dramatic effect and also because itd be a cakewalk since you just fly up
also because I wanna play tension ascension the whole time when music support comes in
thatd fit soooooo well
I made a bootleg solution somewhere higher
You might use it with a different sound shich only played at the elevatpr start
yeah I read about that
Which*
but I'll just wait for proper implementation
I'd rather not wrestle for an hour over something I'll be able to add in a few minutes in the future
I did it in minutes tho
But hey, your choice
also it seems like it doesn't fully work as intended as you mentioned so there's that
like it cuts out or smth
Nah it doesn't
Basically
You need to make sure that this sound only plays once at the start of the elevator
Preferably being a player sound like weapon switch or item pickup
Like for example - a hallowed health but the pickup sound is now tension ascention
Then it'll work perfectly fine like a trigger
I give the player basically every pickup tho
before the lift
crossbow is a secret tho but still
I would go out of my way and do it anyway tbh
Cant imagine that you have HH all over the level right? Cant it be replaced with 2-3 normal healthpacks?
But i'm rambling, you do you my dude
I'm thinking of doing a map pack out of this, I really loved the industrial feel of Ep2 and want to recreate it on a more crazy scale
10 maps and call it "Episode 2 but BETTER"
trenchbroom is so frickin cool tho
it's so easy for terrain and whatnot too which means I can do really awesome shit and make it look cool
so proud of that warehouse still
I'll probably do a platforming focus on map 2 or even make it like a train leve- OOOOOH IDEA
YOULL BE ON A TRAIN AND SHOOT LOSERS ON OTHER TRAINS YOOO
Train top chase sequence bro!
Like Blood but you're on top of the train and there's other trains
Deathwish but in Dusk
with func_door fucking everywhere lol
the walls are func_doors triggered by triggers and that simulates movement
ye
if I can figure out scrolling textures (probs not supported yet lol) I'd definitely add that too
I'm sure its possible somehow
man func_door can do anything
I think you can use func_train if you want to have a moving background
cus at every "corner" you can change the speed of the train
so you can have it go back at like speed 10 and then set the speed to 999 when you want to "teleport" it to the front again
@alpine depot is it a nose or a mouth in your profile pic
Asking the real questions here
smh
good idea tho I'm keeping that in mind
I feel like the 999 speed would break shit
And wouldn't look seamless
can a func_train go through walls tho
hell, for my jumppad even 1 was to high
Does WAD3 support 24bit color?
I don't have any jumppads. ๐ญ
No, only 8-bit colour
The advantage is that each image can have its own palette
So you can have a unique set of 256 colours per image
wait can enemies stand on func_doors without gibbing out of nowhere? (Unless there's something about to sandwich the enemy between the door and another brush and there's a set dmg value)
I was pushing enemies with func_door just fine
When they stand on one - fucky shit starts happenings
Ww2 soviet dusk when
oh fuck
I need mosin blyat
oh yeah, will we be able to edit UI text?
like for example PREPARE THYSELF probably won't really fit in a mod with modern setting
The advantage is that each image can have its own palette
Where was this during Quake's development
yeah eventually youll be able to
Where was this during Quake's development
It's a Half-Life thing
and Quake 2 I think
Quake actually has a bunch of colour
Seems like i can handle palette restricted textures without much loss though
Unless you hate those
guess memory restrictions, since 1996-ish :p
Lol
later bits are quite.... blue
Dabba di dabba da?
then you also have the palette shifting for when you're in lava, water or taking damage
||especially episode 4 if you get what I mean||
||gah flashbacks||
Hey zombie could u put func_train on your list 
Whats a good way to run quake 1 on win 10
It runs like shit on my pc for some reason
func_train is already on the list because it's necessary for quake compat
Quakespasm
Alright
Thanks
cus we were talking before about train levels
and I think you can do a nice moving background with func_train
I get well over 100 fps in quake 3 yet quake 1 lags hella hard/
what sourceport u runnin
When running steam versions
Lel
bro grab quake-spasm atleast
Ill try that when I get home
else you can grab darkplaces if you want GRAFICS
Is it just me or does texture filtering look gross on old games
Like muddy gross ass lowres shit compared to just pixels
yes it does
Wish more modern games allowed me to use nearest mipmap ;-;
Some games it looks like shit tho
Hires games mostly
bro just let me change all the opengl options
what was that?
adds more filtering
fuck you and ur game nerd I'm gonna open the nvidia control panel and do whatever I want
hehe
gray and brown quake is not a meme, just convert doom textures/sprites for quakes palette.lmp
BROWN may be a meme but there's certainly some truth there
post doom palette
now that's some colors fellas
Still alot of brown when will game devs learn that you just can't have brown at all
Any brown reminds me of shit and if I get reminded of shit while playing your game it means your game is shit
lmao
Shit both of them
I've shit green before
Quake 2 be like "wow ur john "john" johnsoon and your gonna kick the aliens ass"
After eating fruity cereal
ive shite green once not idea why
You're an ogre
green shit reminds me of an ancient minecraft modpack I once played
Dusk?
yeah that sounds right
there we go, started on the mine with some decoration done to see how it could work out
bucke
well, gotta have somewhere to put the meat you have mined
off? The game with the weird cat guy at the very beginning?
yeas
I never got to play it, because it didnt like my 2560x1080 resolution
it looked really weird and neat tho
I liked the music too from what I found of it
nope, just had the idea that they mine meat from the mountain
MEAT MINE
hi dave
eat wall
Don't beat the mine it did nothing wrong
cutty mine more like meaty mine
@honest stag btw what do you mean about enemies standing on top of func_doors having fucky shit happen? Do they gib, or fall through sometimes?
@alpine depot when i did that they just floated in the air after the door moved to the side
I'm making mine raise though, like a lift
dunno how itd affect their behavior or if itd just gib them if I set a dmg value
https://youtu.be/RQaYwwA4LZk I am here to post this video and nothing else
The surprise reveal of the true final boss really caught me off guard!
#Dusk #Spoilers #TrueEnding
oh sweet merciful jesus
oh dear
na na naa na... na na na nanana na
gaming
that looks really good
is it possible yet to make a door open as soon as u killed a certain amount of enemies in a room?
I think so
hmm I can't find one
okey try trigger_counter and set the count value to however many enemies you have
then have the enemies target the trigger_counter
nah it should be
it didn't work. trigger_counter isn't listed in the entities.txt
trigger counter is supported but it's only for doors
I actually wasn't aware you could have enemies target it lol
Do your homework Dave, jeez ๐
so it only works for button sequences that open a door?
@rapid crown I did. Quake mapping documentation is just garbage.
@onyx marten yeah currently
alright
i got the trigger_counter targeted by 2 buttons and the counter targeting the door. the sequence itself works but when it's completed the door doesn't open. anybody know what i did wrong?
@iron needle Monsters don't send a trigger? smh fam
I dont see a red arrow to the door in the screenshot
So I kind of got tired of the rural village setting and am now working on a city ๐
Not that I'm done workingon the first map.
How's progress for you guys?
I added doorframes today and lowered all my buildings so the floors are level with the exterior ground.
Anyone know how to add a sky brush
Trying to grasp trenchbroom's mechanics before doing anything with dusk
I think you just need to apply a sky texture to the brush and it becomes a skybox if thats what you mean
Hmmm
I'll have to watch some more videos
Trench broom is much better than Hammer with aligning brushes
Really essential feature that should have been there(Hammer) from the start
Yeah, just use a sky texture. I added a skybox today too. Currently there's only one. Day time with clouds.
How big should textures be?
we out here vibin
I'm using Slade to look at textures, but it cant read Half Lfie images
anyone know here i could find a texture wad for some wild west stuff?
Make one
it's pretty easy
google, wild west textures, open them up on something like aseprite, set the resolution to something like 128x128, pack into a wad with the tool in the pins
clicking makewad.exe doesnt do anything
the file has to have images in it
did ya figure it out?
I think so
wait nope
I put a png in but it still would not make a wad
I put it in a folder along with the exe
I click on the exe
But I don't see a new wad
aw man enemies cant stand on func_doors when they go vertically :(
and you get the "SEQUENCE COMPLETED" message?
@gritty forge yup
@alpine depot have u tried using a func_plat instead?
@lament ore didn't you make a custom wad? how did you do it?
a func_plat?
are those supported yet?
wait those only activate when the player is on it according to the wiki
not yet but it's soon on the list
also currently enemies can't stand on moving things
rip
oh i thought they were since they're in the entities list
oh, yeeeeeah that's a bit misleading isn't it?
oops
It's because they ARE supported as an entity, in that they will spawn in the loaded map, but they don't like... know how to do anything yet
well put them in school already smh
is there a way to upscale brushes automatically
i think 500_pts mentioned something about it
I created a pictures folder with .png and tried the makewad.exe . Didnt work
Tried dragging a .zip file onto the .exe
@ancient depot lil help?
Ok, I just opened Slade, made a new wad and dragged in the .png files
I put func_breakable on a brush and it didn't break anything extra i needa do?
@iron needle What is the entity name for the soldier corpses from the sp?
If they have been added to the sdk yet that is ๐
When i press any key to start my level it loads for like a split second and then overlay the press any key part again saying Escape
anyone know why
its stopping me from spawning in
Possibly a bugged entity or some complicated geometry. Had the issue earlier but solved it by deleting an entity.
@balmy thorn How's ur city doing so far?
By bugged I mean not properly implemented (It's an alpha)
I don't believe they've been added but I'll make sure they are
Great ๐
@onyx marten Very well I think. I'll grab a screenshot of an interior area (exterior isn't presentable yet ๐ )
did u plan the layout or do u just create stuff as u go? I'm also working on a city :p
I have a few general ideas then I kinda follow the pacing/gameplay beat as I go along.
https://i.imgur.com/zoDHLKP.png should i the white box thats colliding with the green line be set to worldspawn?
if so how do i select it
that box looks like its a collection of brushes/ func_details and stuff maybe?
i dont think thats the problem
looks nice @balmy thorn
Thanks
not a lot of progress on my map yet
will do a screenshott when i progress a little
@vestal hare Seek out the problem by eliminating a portion of the map, save, compile then ctrl + z in the editor and test the map in-game. If the problem persists do the same in another area, then repeat until it works.
When it works you'll have a general idea of the area which causes the error, then you can delete one thing at a time until it works.
i think its that some of the map has a key attached but its undefined. I can't seem to just deleted the key as its not appearing
isn't that escape screen also caused by a missing palette.lmp?
No idea tbh
so u could check that first
i think its because a i copied brushes that were func brushes and didn't give them values i think make structural fixes it in the right click menu
@iron needle Will we be able to shake the screen etc with triggerable entities to simulate quakes?
Like in Half Life.
@balmy thorn it certainly could be done at some point yeah
Alright ๐ I think "simple" things like that enables creators to create a lot of atmosphere/add that extra oompf to scripted events.
@vestal hare I noticed that you placed a monster_shambler which is a Quake enemy. Could that be the issue?
https://i.imgur.com/wxc6ab5.png i think this text is the problem
i dunno how to select the object that is undefined
is it inside of another brush?
No idea, im about to quit man. This is some bs spent about a hour tryna debug this
try drawing a brush around it and then select inside?
edit > select inside
could also just select everything else and copy+paste it into a blank map
@iron needle how much of a pain was probuilder? I'm thinking about making the switch from tb
I would not suggest that
isn't there some type of search option for tb? that would be really helpful
I'm not even sure we have a good workflow in place for importing maps made in PB unless there's a way to convert them to bsp that I'm not aware of
alrighty, I'll stick with tb for the time being :)
good god imagine wanting to use probuilder
it's such a borky tool to use for anything
man id kill for trenchbroom implementation in unity
or at least a way to import maps made in TB
I dont have to imagine :^)
@vestal hare You can probably find your undefined entity by opening the .map in notepad
and manually removing it
Whatโs the command to reload your mod without restarting dusk?
nbrefresh
Cool ty
Do we literally have to delete our previous .bsp and make a new one everytime you make a major change?
Bc it's not quite like the .vmf to .bsp, where everytime the .vmf was changed, so was the .bsp
@still raptor
no
just recompile the bsp and overwrite
you can get trenchbroom to automate that for you
so its 1 click
Man i really don't like having the player manually reset the music by switching to sickles lol
At least i have music now
Btw, have you seen the official untis on Dusk Dudes height in units?
Sooo we havent had a patch in a bit now
What's coming in the next one?
Ping one of the dev
And I definitely think there should be a question thread of some kind(maybe on the Duk wiki?) for mapping related questions
I wonder what's coming in the next patch
Hey @lament ore , do you need any help testing your .fgd
@gritty forge wtf is func_train working? how did ya do that?
looks like it works but when he jumps on it in the video he doesn't move with it
@honest stag Zombie and I both crunched hard for the alpha release and the first few patches. I believe he's taken a few days off, and I've had to spend time on other New Blood games, so there hasn't been much work on the SDK front over the last few days, but I've started doing some stuff with it again and I imagine Zombie will be back into the swing of things soon also
Unsure what all will be next update but I would assume func_plat will be one of them, and probably fixes for the entity lighting issues
I don't see pinned compiler instructions for TB. Should it be qbsp.exe?
I can laucnh Dusk, but it doesnt give me the "custom levels" option like usual
I've looked up stuff on this, and tried multiple ways(dusk_win.bat, qbsp.exe, dusk.exe) but they dont work
you'll want to launch the version of Dusk in the SDK/bin/win_x64 folder
well the version of Dusk it's pointing to atm is the vanilla version, not the SDK version
@crystal lily makewad is a command-line tool, so dragging a folder onto it won't work
The parameters are listed on the GitHub release page
and yeah, change both the working directory and the tool options
working directory should be the "SDK" folder
Tool should point to what David said
Ok, let me see
Somehow I missed the paramaters on Github(I looked at your Readme though)
Let me just show you
I could use this information to help other people
Sorry, le tme reread something
crash course in using makewad: https://canary.discordapp.com/channels/240195284695646209/586508960128040961/662997471416287254
thanks
eyyyy looks good my man
imma go live with some mapmakin' again
i hope to finish 2 fucking rooms in 1 hour this time
this is supposed to be a headless person but he looks.. off
cant point my figer at it
I love it
How goes the mapping nerds
I'm really bad at trenchbroom, and really bad at designing maps
i'm bad
I'm great at imagining things, terrible at bringing them to life
Bump of something I finished yesterday. At w/any feedback thoughts โค๏ธ https://www.dropbox.com/s/x594yrm3b7gbjv3/ECJM1_Black_Stump_Hamlet.bsp?dl=0
@honest stag it looks like a headless Ninja Turtle. I love it ๐
a headless fucking ninja turtle lmao
thank you
Eyyy cryptic i"ll give your map a go after i"m done for today with mine
@gritty forge i will make a serious sam map... or attempt it
Whenever you can, no rush
Probably going to update it once SDK patches fire up again, when something new to add appears like transparency or properly lit props
You might get that issue at the start. The candles are chuggers
I guess my rig just handles them well but even I noticed a wee drop
@iron needle Thank you! โค๏ธ Yeah some of them feel a bit cheap for secrets, might take one or two them out (the secret marker not so much the related area)
oh man this map is awesome but withiout saving - jesus
Did your FPS come back?
According to the thread about 5 days
Pretty much 3 ideas rolled into 1, underground, industrial yard, estate
i also like the super mario parkour section
Yey
Want to make a map super focused on platforming/weapon trick nonsense but I want to kind of learn how actual building process works first
Definitely doing a Rivet boost management map at some point
can't wait for half of the maps be rocket jump training maps like in TF2 once SDK is fully out
Rocket Jumps/Nade Boosting/Xbow Flying as one can become insanity
I wonder if we could script rocket jumping to be more floaty
kinda underwhelmed by riveter in Dusk
Nades feel more mobile tbh
it would be worse if the levels were taller
like if we had to do AEs Tower of Light in Dusk
thatd be even more of a nightmare to climb than it already is
Personally I like my rocket jumps to be very versatile, since you're sacrificing health for mobility
but that's just my two cents
tf2 rocket jumping or bust
^^
rip my pill boi if true
ALMOST done decorating this gawtdamn map. I won't have any more time to work on maps until next week so RIP lol
@crystal lily the thing I need help with most in the fgd is sizing out the objects and props. Check my earlier messages for the zip and instructions I sent. I appreciate ur help
Here's the latest fgd, also
I won't have much time this week to work on things with all the overtime and not being at truck gate ;_;
Once I do have time tho, I'm gonna start using the Half-Life fgd as a base since almost everything from goldsrc will (eventually) be supported so I'll pretty much just need to add the objects and props and a few properties here and there
And obv I'll work on the sizing of things. I might just remove the placeholder models entirely since they don't do a WHOLE lot of good and their sizes aren't very analogous to the Dusk enemies and such
That said @iron needle if you're willing to send me a zip of the needed Dusk model blends I'll be more than happy to create all the MDLs to use in the editor. I'm familiar with the process.
P.S. for anyone new in the chat please keep in mind this is an unofficial placeholder fgd so don't expect things to be perfect
still quite handy for placing proper enemies/weapons/pickups so far
and can muck about with props a bit
think i've seen something to that effect, but not sure
Only Windows is supported for now
Makes it quicker and easier to push out quick patches, so we can focus on getting stuff implemented
Unfortunately Unity has no "build for all desktop platforms" option which would include binaries for the Big Threeโข๏ธ, you have to do it separate for each
There's always Bootcamp or a VM if you get desperate in the meantime
if you really want to get started and have a copy of quake, you could still download trenchbroom and start making a map
That too
i don't find myself really great with the mappings stuff, but still find it fun as a creative outlet
played the map @lament ore , it looks downright amazing even this early
i assume it's going to remain daytime? or will you make it a different time of day when other skybox textures are supported
cuz i would love to see this map on sunset
so how are your maps nerds
man it sucks to live in a region where no one else shares a timezone, maybe australians
no one is around when it's evening for me
well it's alright, i made like
3 rooms...
still have a few hours before I'm home from work, but have an idea what to do at least :p
that bunker map? it looked like more last time you shared something lol
for starters a larger room in the mine (where i have a few ideas for meat mining), along with shifting the church to the left (so the mine area doesn't get overly long)
hm? last time i shared something was the guy stamped to a wall


