#dusk-modding

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graceful hinge
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Yes I quite like the enemies not being able to leave the industrial yard

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not so much the house

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What do you mean impossible? It's very possible. Build up speed and hit the jump pad

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Maybe I should indicate the Blue Lift a bit better

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suppose that skull texture thing doesnt stand out quite like the crystals

mortal narwhal
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oh let me check

graceful hinge
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All meant to be done in one go

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TY for feedback tothetop

mortal narwhal
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oh wow nvm im just bad at platforming

graceful hinge
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and wait what did you mean underground area enemies?

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From what angle?

mortal narwhal
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ill get a screen one sec

graceful hinge
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Yeah the Hupping Pits are a bit of a step up from the kind of chill pace of the rest lol

mortal narwhal
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this part, theres not much incentive to go out into the arena, more incentive to sit back and point & click

graceful hinge
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You reckon?

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Tried to lure out with the gascan, hoped that would keep people out there

mortal narwhal
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I was playing on cero miedo btw

graceful hinge
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Ya Cero Miedo is pretty tanky on this one

mortal narwhal
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oh, yeah i noticed the can afterwards

graceful hinge
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Wondering how I can motivate getting out then

mortal narwhal
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care to hear a possible solution?

graceful hinge
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Can't fold the wall in to stop cover because the tele is on the other side

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Sure

mortal narwhal
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alright one sec, MS paint time

graceful hinge
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Appreciated, I'm pretty blind on the actual ethos behind battle design beyond blocking views to make sure it starts at the right time

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hence that right fence is way the hell up there and the left one slants up to the right

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Make sure the lads in the garden dont all come piling out as soon as you get on the roof

mortal narwhal
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Heres an idea

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red x = enemy

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pink x = ranged enemy

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the ranged enemies are stuck on that platform and cant come down

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player takes out first two enemies when he walk in

graceful hinge
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Aah

mortal narwhal
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then sees the powerup/weapon/health and walks to it

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then ambush
...
profit

graceful hinge
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But there's the problem of the window

mortal narwhal
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kindof layering the encounter

graceful hinge
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Won't enemies proc from sound?

mortal narwhal
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nope

graceful hinge
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Huh I could swear they did

mortal narwhal
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its sightline + sound

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if they cant see you they wont aggro

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but, of course if youre right in their face they will aggro

graceful hinge
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Just want to be sure you can't scramble that whole situation by bopping a dude through the bars

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That's why they're all so far back

mortal narwhal
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oh lol i didnt even notice that part :)

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thats cool though, a little incentive for the more observant among ujs

graceful hinge
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That's true

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Plus ranged lads won't be able to come get you anyway

mortal narwhal
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yeah,

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do you want a suggestion on the courtyard?

graceful hinge
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All suggestions welcome mayn

mortal narwhal
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sweet

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one sec

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barrier in the middle blocks line of sight to the two ranged guys

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two enemies rush player as he grabs whatever powerup/weapon/health

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player fights ranged enemies and last two enemies (probably) enter the fight

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just spitballing

graceful hinge
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Interesting

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Seems like a barrier a prop could serve as

mortal narwhal
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oh yeah

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line of sight is everything to layering an encounter

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that is not to say that shit-ton-of-enemies-all-at-once encounters don't have a place

graceful hinge
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For sure

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I'll prob consider a lot of what people mention and go back in and scramble it up in the next few days

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Every bit helps for someone who pretty much only knows speed-based level design

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That's why the pacing is so deliberate lol

mortal narwhal
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haha nice, yeah cant wait to see where this map goes

graceful hinge
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Gonna be dot lit when props turn up to

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Make that outer area seem less bare

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(by that i mean lighting properly)

mortal narwhal
onyx marten
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aye is anyone up for testing my overhauled map?

mortal narwhal
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yeah

onyx marten
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its inteded for cero miedo, kinda survival horror like

mortal narwhal
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nice

onyx marten
balmy jetty
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ill check it

onyx marten
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nice

mortal narwhal
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I like it

graceful hinge
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Great brush work

onyx marten
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nice, any suggestions on improving it?

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thanks!

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how many secrets did yall find?

graceful hinge
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2 in the first run

onyx marten
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good i was scared they'd be a bit obvious

mortal narwhal
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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

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other than that, nice map!

graceful hinge
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Ok found em all

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Super neat

mortal narwhal
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can someone see if my map runs on their dusk?

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i cant run it apparently

graceful hinge
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One of your scientists appears to have zipped through the roof

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Also found the red walled area secret in reverse then found the normal opening lol

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Is that why the gascan is there, to let the creatives blow themself up to the vent

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The oob scientist appears to be around the final lunch hall area

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Some spawning position issue or an off-grid angle must be bumping him up there

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Had it happen in my test map, happens to pretty much all enemies. Unsure exactly how to battle it outside of trial and error

fringe nymph
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lightning is not good

graceful hinge
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:<

mortal narwhal
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and it wont let me in

graceful hinge
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where da bsp at

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AFAIK thatd be a universal problem but ill try anyway

mortal narwhal
graceful hinge
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some objects cause it, straight up breaks the level

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Yup happening here too

mortal narwhal
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damn

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thanks for trying

graceful hinge
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I think anomaly is one of the ones that causes it

mortal narwhal
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object_teleporter also, just found it

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damn

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looks like I'll brush up a teleporter then

graceful hinge
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Better to know whats doing it

balmy jetty
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@onyx marten really like the new secret in the morgue

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And lots of cool new details such as darkness in some places

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One thing I miss is the hoards of armyguys in the cafeteria . They were fun to mow down

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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

onyx marten
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@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

graceful hinge
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Welcome. Keep working on it, great to see some more horror-inspired approaches coming out

balmy jetty
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heh i used barrels to get to the morgue secret from reverse way before i figured out where it was

onyx marten
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@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

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@graceful hinge On to ur map now, in general i think its pretty awesome. i like the general style and layout

balmy jetty
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the one where you end up in the red flesh room

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i went in through a vent on the other side

onyx marten
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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

graceful hinge
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Was that the starting area that was chugging? That'd be the candles up top

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Was curious how that part would run on other rigs

onyx marten
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yup the starting area and the outside area a bit

graceful hinge
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Hmm maybe I should substitute it for the light objects, they seem to let the engine cope better

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RE: Stairs depends on which ones. The starting staircase is like that I know, could tweak it

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The stairs inside the side window is kinda non issue since you only ever go down one way.

onyx marten
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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

graceful hinge
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Glad you enjoyed ๐Ÿ˜„

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Yeah I dropped an extra shotty in the industrial yard for that purpose

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Maybe the building could use with a SS or something on the other side

onyx marten
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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

graceful hinge
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The balcony with the little window?

onyx marten
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yup, i think after that is the room with the stairs u mentioned?

graceful hinge
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You're meant to hop over from the roof, which needs the blue key to get up to

onyx marten
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i never found the blue key door tbh ๐Ÿ˜„

graceful hinge
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It was the lift lol

onyx marten
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oh ok

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then i got it lol

graceful hinge
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Ya thinking ill make that lift the blue crystal texture

onyx marten
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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

graceful hinge
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Thank you much! I might try and put some indicator that you need to go real fast to do the platforms

lapis hare
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just have a picture of lightning mcqueen drifting at the start /s

graceful hinge
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little picture frame with Sanic in it under the giant sword window

onyx marten
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np

torpid agate
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How do I get monsters to follow me through doorways?

graceful hinge
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Wish I knew

torpid agate
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Lol I was just making sure I wasnโ€™t doing something stupid to cause it.

graceful hinge
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Nah it seems like a universal problem rn

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Archways they can do, doorways not so much

gritty forge
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How do I get monsters to follow me through doorways?
Tell them there's free pizza

graceful hinge
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prop_delicious_pizza_slice

torpid agate
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weapon_pizza_slice

crystal lily
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I've used Hammer, but here's how I did it. An info_target parented to the player

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npc_bullseye was a Source entity that made NPCS attack it

torpid agate
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Interesting. Ty.

crystal lily
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Problem is, we dont have those entities in the SDK yet

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(not holding my breath for Source entities anyway, Zombie said GoldSource entities are the focus, like info_target)

graceful hinge
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I need to work out the deal with the info entities

crystal lily
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The wiki will come

onyx marten
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I wanna upload my map on moddb but it says that .bsp files are not supported. how's that?

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nvm i got it

mortal narwhal
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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.

summer dagger
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@mortal narwhal will do

mortal narwhal
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I'll be afk for a while so please @floral drum with those crits

summer dagger
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sure

onyx marten
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I'll check it out

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my map is now on moddb if anybody wants to check it out

summer dagger
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the hospital one?

onyx marten
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yup i overhauled it a bit

alpine depot
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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

onyx marten
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@mortal narwhal is the teleport platform the end? cuz i got some more enemies remaining but i have no idea where to go

summer dagger
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@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

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sry if my english is kinda broken lol

onyx marten
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@mortal narwhal basically what agustin says, i realized i played an earlier build of ur map before tho

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and I dont think the crystal texture fits the tower all that well. but layout and overall design is great

summer dagger
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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

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also it was really fun killing all those rats with the mortar lol

crystal lily
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How tall are doors in Dusk supposed to be?

onyx marten
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i think i had mine 112 units tall

crystal lily
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All right,it just because Im think of making a house

onyx marten
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if u're unsure just test it but 112 worked for me

crystal lily
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Also sliding/crouching

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height

onyx marten
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dont know for sure but i made vents 64 units tall and it worked fine

crystal lily
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Classic

barren terrace
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does dusk support fog?

graceful hinge
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game does, dont think sdk does yet

mortal narwhal
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@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

barren terrace
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wait

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mcClone did you make a map?

onyx marten
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@mortal narwhal no i didnt get lost anywhere else, i already played an earlier version tho

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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

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@barren terrace he did its up there somewhere

cosmic copper
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is there a special way to rotate things like the light fixtures? normal rotate tool doesnt work

mortal narwhal
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yeah please try it out @barren terrace

onyx marten
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is it possible to add a vertice on top or on the bottom of a brush?

mortal narwhal
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yeah hold shift and alt then drag up

onyx marten
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ahhhhhhhhhh thanks a lot

mortal narwhal
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yuup

honest stag
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eyyy i beat your map mcclone

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that was damn awesome

onyx marten
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i've came across a specific problem a couple of times now, anybody know y some textures are always flipped on the y axis?

honest stag
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it seems to be happening when they arent touched by a light source

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i know this is weird

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but it's true

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try putting one

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and see for yourself

onyx marten
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like the light entity has to collide with the brush?

honest stag
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the light it emits, yeah

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also that can be fixed with a light value on the entire map

onyx marten
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oh ok not the actual entity

honest stag
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like a small one

cyan bone
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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."

onyx marten
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oh i never tried adding a light value on the map that might be helpful thx

honest stag
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just make it real small

onyx marten
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like on the worldspawn right?

honest stag
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like 1-2-3

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ye

onyx marten
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aight

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yup it worked ๐Ÿ‘Œ

honest stag
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eyyy good

barren terrace
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ok mcClone imma play your map

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i'm gonna record myself also

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hopefully it doesn't make a big file

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@mortal narwhal please don't name your map map01

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there's already people using that name and it doesnn't help with keeping files organized

mortal narwhal
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oh yeah lol

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I'll change it next version

barren terrace
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cause to play it i have to exclude func_bread's map which is called the same thing

honest stag
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hm
i tried putting a "lift" door again and it's not workin', not even on touch

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i have to be doing something wrong right

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it's just like last time :P

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do i have to duplicate the working one again

onyx marten
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lol probably

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are paths possible atm?

barren terrace
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idk check entities.txt

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man i'm really bummed i can't get lighting to work properly in this

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outdoor lighting that is

honest stag
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probably not

onyx marten
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it isnt

summer dagger
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yo how can i make a door only openable with a button?

honest stag
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when you connect it to a button - it should already be that way

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p. sure

summer dagger
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is it door_secret?

honest stag
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?

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just func_door but triggered by a button, no?

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that should make it only open when the button is pressed

summer dagger
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ah

onyx marten
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yup

summer dagger
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k thought i could still open it regularly if i did that

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thanks :)

honest stag
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np

lament ore
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@cyan bone what is your DUSK configuration like? I use the Sven Co-op fork or ZHLT and it works fine

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original zhlt also works for me, my map is just too large for it

honest stag
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imma try and stream again, can make progress so maybe that'll help

barren terrace
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@honest stag link?

honest stag
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check the streamer's den channel

barren terrace
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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

honest stag
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silent hill ost too good

onyx marten
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i did that with fallout and unreal tournaments ost

barren terrace
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still trying to connect to your stream btw

onyx marten
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didnt find it or cant connect?

graceful hinge
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tunisian power prog

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got it

barren terrace
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internet's slow af

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aight

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i'm seeing it on my phone

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nice use of the decals

onyx marten
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more hazmat suits ๐Ÿ˜›

alpine depot
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is func_detail_illusionary the same as funx_illusionary?

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func not funx* oops

honest stag
torpid agate
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Spooky

honest stag
balmy jetty
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i wanna do some multiplayer on some of these

barren terrace
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getting the final touches on this version of my map before sleep

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mostly lighting and props

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the outdoor lighting is a compromise but still

lapis hare
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when the sky looks like a ceiling

honest stag
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heyyyy looks awesome

cyan bone
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@lament ore nvm, managed to fix it by taking "-nowadtextures" off of hlcsg

barren terrace
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@lapis hare i'm betting you haven't seen a lot of dusk maps?

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thanks vriska

lapis hare
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nah mate i'm just slapping your--ok i'm not finishing that sentence

honest stag
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asscheeks

barren terrace
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yeah i figured

lapis hare
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vriska the type of guy to try seducing a god in dnd

barren terrace
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lol

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moving on to the enemy rooms tomorrow hopefully

gritty forge
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where the fuck is general

lapis hare
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up

gritty forge
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ok thanks

gritty forge
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Reminder to not place any magic light sources dance

honest stag
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magic light sources?

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wots dat

gritty forge
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Only place light entities were theres actually a light source ||bad advice for quake tbh||

honest stag
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uhhh i am stupid
what do you mean exactly?

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like you mean if you make a lamp you have to put a light entity there and not have the light enitity just float?

gritty forge
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I mean you better have a lamp model or some kind of texture that looks like it gives of light

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ye

honest stag
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ohhh that

gritty forge
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but that's actually bad advice for quake maps :)

rapid crown
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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?

honest stag
ancient depot
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it saved your map tho

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so silver lining

honest stag
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not all of the progress sadly :(

ancient depot
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oh rip

honest stag
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Oh man i really want to add like a red alarm light oof
it would fit this map so damn well

honest stag
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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 :(

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i guess i'll just have to print a "Dont use the flashlight for best experience" message

graceful hinge
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Vertex manip strikes again RIP

gritty forge
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@honest stag I bet we get some way to break the player flashlight

honest stag
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or just "make it fucking yourself" when scripting is out lol

ancient depot
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I'll make a note to add something like trigger_break_flashlight

gritty forge
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thanks zombie very cool

ancient depot
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then you can just place one over the player spawn

gritty forge
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then we need the flashlight item aswell

ancient depot
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already in

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pickup_flashlight I believe

gritty forge
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๐Ÿ‘

fluid nimbus
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can you pick up 2 flashlights

ancient depot
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never tried lol

fluid nimbus
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dual wield flash light

honest stag
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thank you so much for that zomb!
it's like, top 3 features i want lol

ancient depot
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lmao

fluid nimbus
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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

ancient depot
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you'll need to wait until we have full Q3BSP support then

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I dont think theres a compiler for Q1 or HL BSP that supports texture folders

fluid nimbus
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oof

lament ore
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@fluid nimbus what's wrong with WADs? they're pretty easy to make

fluid nimbus
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it's tedious and also it restrict the color palette

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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

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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

torpid agate
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Why donโ€™t you use Q3bsp then?

honest stag
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lol

fluid nimbus
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not fully supported

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also I don't own quake 3

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and for some reason trenchbroom wont let me import textures

lament ore
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become a JACK Chad, we have WAD3 where each texture gets its own 256 color palette

torpid agate
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I just use a placeholder texture and replace said texture with the one I actually want to use in my โ€œQuake3_modsโ€ dusk directory.

fluid nimbus
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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

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whenever it goes open source I guess

dark star
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trenchbroom is hard

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left click created some cubes

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cant delete

honest stag
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click on the cube

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press delete

fluid nimbus
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click the cube, right click, delete I'm pretty sure

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or that

dark star
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uh huh

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okay

hollow laurel
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also think some tools might block that so hit esc to deselect other tools/brushes then do the click -> del thing

torpid agate
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I did not know you could hit escape to deselect things bruh Iโ€™m dumb

hollow laurel
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think tb does stuff in sequence for esc, first it goes back to the default tool (create if nothing selected, otherwise move) then deselects

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and to not mess things up, i usually hit esc a few things when i'm moving from working on a brush

fluid nimbus
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smash that esc button

honest stag
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yeah i honestly hit select whenever i'm done with something in tb

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it became a habit

dark star
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textures are black after adding dusk wad?

honest stag
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screenshot?

dark star
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console says it couldnt find palette and then a whole bunch of file not found

honest stag
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weird
do you have quake 1?

dark star
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no

honest stag
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what setup are you using then? like when you launch trenchbroom

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generic?

dark star
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i just downloaded it

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from the two min tutorial description link

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got the windows release

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yea even entities dont have anything

rapid crown
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You need to have quake (or hexen etc) and tell TB where it is so TB can load entities etc

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@dark star have you watched the Tranchbroom video tutorial series? Might be a good starting point if you haven't

dark star
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where can i find em

rapid crown
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I'd actually suggest watching the whole thing before you get started, then go back and work through each vid

honest stag
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yeah those are amazing, for real

rapid crown
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Also, you should definitely get Quake. It's cheap as chips now

honest stag
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is it as cheap as a sandwich tho?
(it's a reference ok)

rapid crown
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Uhm

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I don't get that reference lol

honest stag
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aw

rapid crown
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Sry

torpid agate
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4k gaming

honest stag
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q1 atmosphere chad gang rise up ๐Ÿ˜ก

rapid crown
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I've never used q3bsp. Require Q3 for it? Also what are the benefits over reg qbsp?

torpid agate
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no pallete restrictions. shaders. you can make more complex geometry/terrain. Most of which i dont actually take advantage of lol

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im sure theres more. i just started messing with it this past week

rapid crown
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Interesting. Is there a resource I can read up on it a little more?

fluid nimbus
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you still have to make wads right

fluid nimbus
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like, manually

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even if they're not restricted

rapid crown
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Thanks @torpid agate do you have to use q3radiant?

torpid agate
#

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

long anchor
#

hello there

#

how are you doing guys?

half dust
#

Just woke up. Thought I might start on my second map today whilst waiting for the next SDK update.

#

How about you?

fluid nimbus
#

general kenobi

long anchor
#

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?

spiral nexus
#

Sounds will be implemented at some point

#

Pretty much any HL/Quake feature will be implemented according to Zombie

long anchor
#

no i mean

#

ofc it will

#

in nearest patches?

#

cause it's kinda meh to play without music

spiral nexus
#

bruh

long anchor
#

๐Ÿ‡ง ๐Ÿ‡ท ๐Ÿ‡บ ๐Ÿ‡ญ

honest stag
#

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

long anchor
#

lights rule

onyx marten
#

do light styles like flickering lights work atm?

honest stag
#

Nope

#

God i wish they did though

onyx marten
#

yup me too

#

lightings still a lotta trial & error for me

torpid agate
#

Placing light entities is fun and relaxing until it isnโ€™t

half dust
#

I might be avoiding lighting but I know it will have great effect.

honest stag
#

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*

spiral nexus
#

Making maps is fun and relaxing until compiler finds a leak @torpid agate

honest stag
#

Yoy guys seal your maps?

#

You*

torpid agate
#

My maps are so basic so far I hardly have to deal with leaks lol.

onyx marten
#

as of yet i dont

#

but i dont actually know what that does lol

long anchor
onyx marten
#

looks good imo

honest stag
#

Try turning off light flares in settings, see how that looks

long anchor
#

@onyx marten thanks

onyx marten
#

in dusks or tb's settings?

honest stag
#

No light flares always looks better in my opinion but i have shit taste

#

Dusk

long anchor
#

art storage is kinda dark

onyx marten
#

i wish u could just tone em down a bit theyre pretty extreme imo

long anchor
#

^

honest stag
#

I just took the bullet and don't use them at all

long anchor
#

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

honest stag
#

I gave up and slammed a big black box over the open area in my map lol

long anchor
#

i did the same, but i didn't really like it

onyx marten
#

i just try to ignore it until skyboxes are a thing

#

i have no idea whether to make night or day maps

honest stag
#

Dusk map BIGJOHN

long anchor
#

ayeee

#

you know what

#

i'm cutting the posts

#

not all of them, only ones that are

#

needless?

onyx marten
#

i dunno see how it looks

river axle
#

i think they could stand to be sparser, sure.

long anchor
onyx marten
#

i think thats better

tight fractal
#

smol guns

honest stag
#

Ye i agree

long anchor
#

smol guns for smol duskdood

alpine depot
#

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 :(

tepid flint
#

Dusk but every sound is done by some guy

#

Pew pew pew

#

Chug chug

alpine depot
#

like that minecraft April fool's joke

long anchor
#

what hups would be like lol

dark star
#

that reminds me of that half life 2 mod

alpine depot
#

oh yeah lol that too

honest stag
#

Uhhh hey @ancient depot , in theory
What if i replace the sickle draw sound with an entire music track lol

#

Can that work?

ancient depot
#

It would take a while to load, but it would work

honest stag
#

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*

ancient depot
#

You can still select the sickles though

honest stag
#

But you wont because you have the sword!
Or you could select them to start the music when it ends lol

long anchor
#

i was thinking about replacing rat alert sound with music and then let it follow you under the level on big plane brush

ancient depot
#

the sickle is more useful than the sword unless you have 200hp since it can return projectiles

honest stag
#

As a melee weapon tho sword beats it even at low hp
Good ammo conservation

#

Basically i'm gonna do this

ancient depot
#

Yeah if you're up close it's better

long anchor
#

sword is only good when you can charge it since you can deflect projectiles with sickles too

honest stag
#

Basically i'm making this "mod" now lol

long anchor
#

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?

honest stag
#

It will reset the music though

long anchor
#

hmmm

dark star
#

found big john phrases in sdk folders

#

bless

honest stag
#

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?

long anchor
#

i guess it is

#

but

#

i think that's one of the sounds that you can't replace yet

honest stag
#

let me try and replace it in the dusk folder

honest stag
#

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

tall zenith
#

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

gritty forge
#

I just wanted to post a flac meme and this was the first one I found

tall zenith
#

he protec he attac but most importantly he cry about macc

viscid sinew
gritty forge
#

oh god

pine pelican
#

hahahahaha

honest stag
#

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

gritty forge
#

Enter the cursed bunker

#

damn he did a sink with func_door

honest stag
#

a blood sink*

barren terrace
#

@honest stag always save while on vertex edit

fluid nimbus
#

someone replace rat sounds with jerma's rat song plz

crude cedar
#

you can't yet

fluid nimbus
#

can't you replace any sound in the game right now

ancient depot
#

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

spiral nexus
#

I noticed that editing UI also doesn't really work besides few fonts

honest stag
#

I mean yeah
Not fully supported yet

ancient depot
#

Editing the UI isn't supported yet yeah

#

I wouldn't recommend touching the fonts just yet

honest stag
#

also the font in the color settings is broken

#

dunno if you knew

onyx marten
#

what kind of trigger do i have to use to alert an enemy?

honest stag
#

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?

onyx marten
#

yup he used trigger_once. doesnt seem to work in dusk sadly

honest stag
#

Def something that should be a thing probably

onyx marten
#

yes, but i'm not even sure if this was used in dusks campaign

honest stag
#

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

onyx marten
#

yeah i'd think so too

honest stag
#

So how is the progress on your maps going fellas

#

Any cool things?

alpine depot
#

I just scrapped my entire lift sequence for a cooler one

onyx marten
#

I've started my second map which follows up the hospital map. but I'm not sure where I'm going with the layout

alpine depot
#

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

onyx marten
#

Adding the blood .wad really helped. how's ur map doing so far?

alpine depot
#

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

honest stag
#

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

alpine depot
#

the lift raises up very slow

honest stag
#

Oh that's good then

alpine depot
#

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

honest stag
#

I made a bootleg solution somewhere higher
You might use it with a different sound shich only played at the elevatpr start

alpine depot
#

yeah I read about that

honest stag
#

Which*

alpine depot
#

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

honest stag
#

I did it in minutes tho
But hey, your choice

alpine depot
#

also it seems like it doesn't fully work as intended as you mentioned so there's that

#

like it cuts out or smth

honest stag
#

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

alpine depot
#

I give the player basically every pickup tho

#

before the lift

#

crossbow is a secret tho but still

honest stag
#

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

alpine depot
#

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

fringe nymph
#

Deathwish but in Dusk

honest stag
#

with func_door fucking everywhere lol

alpine depot
#

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

gritty forge
#

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

fluid nimbus
#

@alpine depot is it a nose or a mouth in your profile pic

honest stag
#

Asking the real questions here

alpine depot
#

a mouth

#

also func_train isn't supported yet

gritty forge
#

smh

alpine depot
#

good idea tho I'm keeping that in mind

honest stag
#

I feel like the 999 speed would break shit
And wouldn't look seamless

alpine depot
#

can a func_train go through walls tho

long anchor
#

999 always breaks shit

#

like your jump pad

honest stag
#

yeah the cursed jump pad

#

i forgot it existed lol

long anchor
#

hell, for my jumppad even 1 was to high

gritty forge
#

Does WAD3 support 24bit color?

half dust
#

I don't have any jumppads. ๐Ÿ˜ญ

ancient depot
#

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

gritty forge
#

ah okey

#

that's fine

still raptor
#

just put 4 images next to eachother

#

boom 24 bit color

alpine depot
#

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)

honest stag
#

I was pushing enemies with func_door just fine
When they stand on one - fucky shit starts happenings

gritty forge
#

Ww2 soviet dusk when

alpine depot
#

oh fuck

gritty forge
#

I need mosin blyat

spiral nexus
#

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

gritty forge
#

The advantage is that each image can have its own palette
Where was this during Quake's development

still raptor
#

yeah eventually youll be able to

ancient depot
#

Where was this during Quake's development
It's a Half-Life thing

#

and Quake 2 I think

gritty forge
#

cus quake pallete sucks

#

U like brown and grey?

#

Heres a lotta that

ancient depot
#

Quake actually has a bunch of colour

honest stag
#

Seems like i can handle palette restricted textures without much loss though
Unless you hate those

hollow laurel
#

guess memory restrictions, since 1996-ish :p

ancient depot
#

The brown and grey is a meme

#

It's just not used in the earlier episodes much

gritty forge
#

Lol

hollow laurel
#

later bits are quite.... blue

gritty forge
#

Dabba di dabba da?

hollow laurel
#

then you also have the palette shifting for when you're in lava, water or taking damage

ancient depot
#

||especially episode 4 if you get what I mean||

hollow laurel
#

||gah flashbacks||

gritty forge
#

Hey zombie could u put func_train on your list dance

#

Whats a good way to run quake 1 on win 10

#

It runs like shit on my pc for some reason

ancient depot
#

func_train is already on the list because it's necessary for quake compat

honest stag
#

Quakespasm

gritty forge
#

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

honest stag
#

Ye quakespasm is one of the best ports

#

For a first time

gritty forge
#

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

hollow laurel
#

what was that?
adds more filtering

gritty forge
#

fuck you and ur game nerd I'm gonna open the nvidia control panel and do whatever I want

hollow laurel
#

hehe

fringe nymph
#

gray and brown quake is not a meme, just convert doom textures/sprites for quakes palette.lmp

crude cedar
#

BROWN may be a meme but there's certainly some truth there

gritty forge
#

post doom palette

fringe nymph
gritty forge
#

now that's some colors fellas

heavy sluice
#

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

gritty forge
#

lmao

fringe nymph
#

Quake is brown, Quake 2 is not brown

#

conclusion?

heavy sluice
#

Shit both of them

fringe nymph
#

ah yeah i remember shitting green once

heavy sluice
#

I've shit green before

gritty forge
#

Quake 2 be like "wow ur john "john" johnsoon and your gonna kick the aliens ass"

heavy sluice
#

After eating fruity cereal

fringe nymph
#

ive shite green once not idea why

heavy sluice
#

You're an ogre

fringe nymph
#

nah

#

i dont have layers

crude cedar
#

green shit reminds me of an ancient minecraft modpack I once played

heavy sluice
#

Dusk?

crude cedar
#

yeah that sounds right

hollow laurel
crude cedar
#

bucke

hollow laurel
#

well, gotta have somewhere to put the meat you have mined

honest stag
#

Meat mine? Is that an OFF reference?

#

Kinda?

#

No?

#

Shit

alpine depot
#

off? The game with the weird cat guy at the very beginning?

honest stag
#

yeas

alpine depot
#

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

hollow laurel
#

nope, just had the idea that they mine meat from the mountain

iron needle
#

MEAT MINE

barren terrace
#

hi dave

sterile junco
#

eat wall

gritty forge
#

Don't beat the mine it did nothing wrong

alpine depot
#

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?

onyx marten
#

@alpine depot when i did that they just floated in the air after the door moved to the side

alpine depot
#

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

cobalt girder
alpine depot
#

oh sweet merciful jesus

hollow laurel
#

oh dear

gritty forge
#

na na naa na... na na na nanana na

mortal narwhal
onyx marten
#

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?

gritty forge
#

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

onyx marten
#

thanks i'll try that

#

ah i think trigger_counter isn't supported yet

gritty forge
#

nah it should be

onyx marten
#

it didn't work. trigger_counter isn't listed in the entities.txt

iron needle
#

trigger counter is supported but it's only for doors

#

I actually wasn't aware you could have enemies target it lol

rapid crown
#

Do your homework Dave, jeez ๐Ÿ™„

onyx marten
#

so it only works for button sequences that open a door?

iron needle
#

@rapid crown I did. Quake mapping documentation is just garbage.

#

@onyx marten yeah currently

onyx marten
#

alright

onyx marten
#

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?

gritty forge
#

@iron needle Monsters don't send a trigger? smh fam

#

I dont see a red arrow to the door in the screenshot

onyx marten
gritty forge
#

hmm

#

and you get the "SEQUENCE COMPLETED" message?

balmy thorn
#

So I kind of got tired of the rural village setting and am now working on a city ๐Ÿ˜›

#

Not that I'm done workingon the first map.

#

How's progress for you guys?

half dust
#

I added doorframes today and lowered all my buildings so the floors are level with the exterior ground.

torpid sphinx
#

Anyone know how to add a sky brush
Trying to grasp trenchbroom's mechanics before doing anything with dusk

ocean mist
#

I think you just need to apply a sky texture to the brush and it becomes a skybox if thats what you mean

torpid sphinx
#

Hmmm
I'll have to watch some more videos

crystal lily
#

Trench broom is much better than Hammer with aligning brushes

#

Really essential feature that should have been there(Hammer) from the start

half dust
#

Yeah, just use a sky texture. I added a skybox today too. Currently there's only one. Day time with clouds.

crystal lily
#

How big should textures be?

gritty forge
crystal lily
#

I'm using Slade to look at textures, but it cant read Half Lfie images

faint summit
#

anyone know here i could find a texture wad for some wild west stuff?

barren terrace
#

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

faint summit
#

clicking makewad.exe doesnt do anything

barren terrace
#

the file has to have images in it

#

did ya figure it out?

faint summit
#

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

alpine depot
#

aw man enemies cant stand on func_doors when they go vertically :(

onyx marten
#

and you get the "SEQUENCE COMPLETED" message?
@gritty forge yup

#

@alpine depot have u tried using a func_plat instead?

barren terrace
#

@lament ore didn't you make a custom wad? how did you do it?

alpine depot
#

a func_plat?

#

are those supported yet?

#

wait those only activate when the player is on it according to the wiki

iron needle
#

not yet but it's soon on the list

#

also currently enemies can't stand on moving things

alpine depot
#

rip

iron needle
#

navmeshes make it complicated to do that

#

Zombie's experimented with it however

onyx marten
#

oh i thought they were since they're in the entities list

iron needle
#

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

alpine depot
#

well put them in school already smh

onyx marten
#

lol

#

ah the trigger_counter finally works

barren terrace
#

is there a way to upscale brushes automatically

#

i think 500_pts mentioned something about it

crystal lily
#

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

vestal hare
#

I put func_breakable on a brush and it didn't break anything extra i needa do?

onyx marten
#

set a key "health" and a value of 1

#

or almost any value i think, 100 worked for me

balmy thorn
#

@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 ๐Ÿ˜‰

vestal hare
#

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

balmy thorn
#

Possibly a bugged entity or some complicated geometry. Had the issue earlier but solved it by deleting an entity.

onyx marten
#

@balmy thorn How's ur city doing so far?

balmy thorn
#

By bugged I mean not properly implemented (It's an alpha)

iron needle
#

I don't believe they've been added but I'll make sure they are

balmy thorn
#

Great ๐Ÿ˜‰

#

@onyx marten Very well I think. I'll grab a screenshot of an interior area (exterior isn't presentable yet ๐Ÿ˜› )

onyx marten
#

did u plan the layout or do u just create stuff as u go? I'm also working on a city :p

balmy thorn
#

I have a few general ideas then I kinda follow the pacing/gameplay beat as I go along.

vestal hare
#

if so how do i select it

balmy thorn
onyx marten
#

that box looks like its a collection of brushes/ func_details and stuff maybe?

#

i dont think thats the problem

#

looks nice @balmy thorn

balmy thorn
#

Thanks

barren terrace
#

not a lot of progress on my map yet

#

will do a screenshott when i progress a little

balmy thorn
#

@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.

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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.

vestal hare
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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

onyx marten
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isn't that escape screen also caused by a missing palette.lmp?

balmy thorn
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No idea tbh

onyx marten
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so u could check that first

vestal hare
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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

balmy thorn
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@iron needle Will we be able to shake the screen etc with triggerable entities to simulate quakes?

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Like in Half Life.

iron needle
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@balmy thorn it certainly could be done at some point yeah

balmy thorn
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Alright ๐Ÿ˜‰ I think "simple" things like that enables creators to create a lot of atmosphere/add that extra oompf to scripted events.

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@vestal hare I noticed that you placed a monster_shambler which is a Quake enemy. Could that be the issue?

vestal hare
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i dunno how to select the object that is undefined

onyx marten
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is it inside of another brush?

vestal hare
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No idea, im about to quit man. This is some bs spent about a hour tryna debug this

fresh pivot
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try drawing a brush around it and then select inside?

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edit > select inside

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could also just select everything else and copy+paste it into a blank map

mortal narwhal
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@iron needle how much of a pain was probuilder? I'm thinking about making the switch from tb

iron needle
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I would not suggest that

onyx marten
#

isn't there some type of search option for tb? that would be really helpful

iron needle
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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

mortal narwhal
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alrighty, I'll stick with tb for the time being :)

alpine depot
#

good god imagine wanting to use probuilder

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it's such a borky tool to use for anything

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man id kill for trenchbroom implementation in unity

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or at least a way to import maps made in TB

mortal narwhal
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I dont have to imagine :^)

still raptor
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@vestal hare You can probably find your undefined entity by opening the .map in notepad

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and manually removing it

torpid agate
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Whatโ€™s the command to reload your mod without restarting dusk?

still raptor
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nbrefresh

torpid agate
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Cool ty

crystal lily
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Do we literally have to delete our previous .bsp and make a new one everytime you make a major change?

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Bc it's not quite like the .vmf to .bsp, where everytime the .vmf was changed, so was the .bsp

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@still raptor

still raptor
#

no

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just recompile the bsp and overwrite

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you can get trenchbroom to automate that for you

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so its 1 click

honest stag
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Man i really don't like having the player manually reset the music by switching to sickles lol

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At least i have music now

crystal lily
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Btw, have you seen the official untis on Dusk Dudes height in units?

honest stag
#

Sooo we havent had a patch in a bit now
What's coming in the next one?

crystal lily
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Ping one of the dev

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And I definitely think there should be a question thread of some kind(maybe on the Duk wiki?) for mapping related questions

alpine depot
#

I wonder what's coming in the next patch

crystal lily
#

Hey @lament ore , do you need any help testing your .fgd

honest stag
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@gritty forge wtf is func_train working? how did ya do that?

alpine depot
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looks like it works but when he jumps on it in the video he doesn't move with it

honest stag
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huh

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i thought it just straight up didnt work

iron needle
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@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

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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

crystal lily
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I don't see pinned compiler instructions for TB. Should it be qbsp.exe?

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I can laucnh Dusk, but it doesnt give me the "custom levels" option like usual

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I've looked up stuff on this, and tried multiple ways(dusk_win.bat, qbsp.exe, dusk.exe) but they dont work

iron needle
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you'll want to launch the version of Dusk in the SDK/bin/win_x64 folder

crystal lily
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Just change the working directory?

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Sorry, the Tool?

iron needle
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well the version of Dusk it's pointing to atm is the vanilla version, not the SDK version

ancient depot
#

@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

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and yeah, change both the working directory and the tool options

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working directory should be the "SDK" folder
Tool should point to what David said

crystal lily
#

Ok, let me see

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Somehow I missed the paramaters on Github(I looked at your Readme though)

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Let me just show you

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I could use this information to help other people

#

Sorry, le tme reread something

ancient depot
crystal lily
#

thanks

torpid sphinx
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It's not great but it's mine

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Actually I should post the latest iteration

honest stag
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eyyyy looks good my man

#

imma go live with some mapmakin' again
i hope to finish 2 fucking rooms in 1 hour this time

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cant point my figer at it

iron needle
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I love it

graceful hinge
#

How goes the mapping nerds

deft oyster
#

I'm really good at trenchbroom, but really bad at design maps

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designing*

fringe nymph
#

I'm really bad at trenchbroom, and really bad at designing maps

honest stag
#

i'm bad

graceful hinge
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I'm great at imagining things, terrible at bringing them to life

rapid crown
#

@honest stag it looks like a headless Ninja Turtle. I love it ๐Ÿ˜„

honest stag
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a headless fucking ninja turtle lmao

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thank you

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Eyyy cryptic i"ll give your map a go after i"m done for today with mine

solid prairie
#

@gritty forge i will make a serious sam map... or attempt it

graceful hinge
#

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

iron needle
#

Just played it tonight. It's pretty neat!

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So many secrets lol

honest stag
#

alright imma boutta boot up your map cryptic

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oh my god

#

my fps is like 10

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jesus

graceful hinge
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You might get that issue at the start. The candles are chuggers

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I guess my rig just handles them well but even I noticed a wee drop

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@iron needle Thank you! โค๏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)

honest stag
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oh man this map is awesome but withiout saving - jesus

graceful hinge
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Did your FPS come back?

honest stag
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it's huge also
how long did that take you to make

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sometimes it does ye

graceful hinge
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According to the thread about 5 days

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Pretty much 3 ideas rolled into 1, underground, industrial yard, estate

honest stag
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i also like the super mario parkour section

graceful hinge
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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

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Definitely doing a Rivet boost management map at some point

spiral nexus
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can't wait for half of the maps be rocket jump training maps like in TF2 once SDK is fully out

graceful hinge
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Rocket Jumps/Nade Boosting/Xbow Flying as one can become insanity

spiral nexus
#

I wonder if we could script rocket jumping to be more floaty

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kinda underwhelmed by riveter in Dusk

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Nades feel more mobile tbh

graceful hinge
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it would be worse if the levels were taller

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like if we had to do AEs Tower of Light in Dusk

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thatd be even more of a nightmare to climb than it already is

spiral nexus
#

Personally I like my rocket jumps to be very versatile, since you're sacrificing health for mobility

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but that's just my two cents

honest stag
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tf2 rocket jumping or bust

spiral nexus
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^^

gritty forge
#

rip my pill boi if true

lament ore
#

ALMOST done decorating this gawtdamn map. I won't have any more time to work on maps until next week so RIP lol

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@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

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I won't have much time this week to work on things with all the overtime and not being at truck gate ;_;

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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

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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

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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.

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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

honest stag
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I'm gonna give this version a go

#

Let's see how pretty it is

hollow laurel
#

still quite handy for placing proper enemies/weapons/pickups so far

#

and can muck about with props a bit

honest stag
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isnt mac not supported orrr

#

might be wrong

hollow laurel
#

think i've seen something to that effect, but not sure

ancient depot
#

Only Windows is supported for now

#

Makes it quicker and easier to push out quick patches, so we can focus on getting stuff implemented

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Unfortunately Unity has no "build for all desktop platforms" option which would include binaries for the Big Threeโ„ข๏ธ, you have to do it separate for each

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There's always Bootcamp or a VM if you get desperate in the meantime

hollow laurel
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if you really want to get started and have a copy of quake, you could still download trenchbroom and start making a map

ancient depot
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That too

hollow laurel
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(if that's what you're planning to do)

#

meh, never sell yourself short

torpid agate
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Mess around with boot camp

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It changed my life

hollow laurel
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i don't find myself really great with the mappings stuff, but still find it fun as a creative outlet

honest stag
#

played the map @lament ore , it looks downright amazing even this early

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i assume it's going to remain daytime? or will you make it a different time of day when other skybox textures are supported

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cuz i would love to see this map on sunset

honest stag
#

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

onyx marten
#

i feel that

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it's progressing good how's your map doing?

honest stag
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well it's alright, i made like
3 rooms...

hollow laurel
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still have a few hours before I'm home from work, but have an idea what to do at least :p

onyx marten
#

that bunker map? it looked like more last time you shared something lol

hollow laurel
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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)

honest stag
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hm? last time i shared something was the guy stamped to a wall