#dusk-modding
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my first thought was the dude from chex quest
oh my god lol
i love the atmosphere on my map so far though
there arent any enemies for the first like 2 minutes
it's very spooky and i like it
most of the combat starts off after a """big reveal""" and a lot of buildup
i'm looking forward to seeing what u do with that meat mining idea
oh yeah the meat mining thing sounds awesome btw
it's like that one section in uhhh episode 2 of dusk?
near the end
i looked into ur stream i think 2 days ago, i thought it was more than 3 rooms
oh my map is tiny so far and progress is like VERY slow becasue i detail every single room as much as i can
my train of thought was basically:
gonna have a mine as a way to get to the church (unless you yeet yourself over the roadblock somehow)
hmm.... what are they mining
checks textures
nothing that looks shiny metally... nothing that's a large solid crystal like thing....
....
wait....
MEAT
thanks to the gore textures in dusk
you played the church map of mine right? most of the rooms there took me over 2 hours to make
the first section took like... 9? 12???
that's why the map is so small tbh
well, had a look at it, the early one you sent when this channel was babby
while everyone was trying to sort shit out :p
yeah lol the very first one sucked
yeah the first room was pretty damn detailed
Bruh, Vinny's Meat as boss @hollow laurel
who.... is vinny? ._.
also when the channel was babby that was crash.bsp i think
i hate that map tbh
a.k.a binyot
nah :3
||Hey, Vinesauce, Vinny here||
"where are your fingers?"
Get ready to move your phingors
We need a reskin and new sounds for Big John
lol am i missing something important if i dont know who y'all talking about?
no one special
just a funny man
Just inside jokes about a funny streamer man
He is yeah
I don't think Vsauce Michael has uploaded anything on his main channel for years though
i think my jack isnt set up right
cant export a map as anything other than a .map file
wheres ur bsp compiler bro
ill have a look at that
yeah some reason bsp executable wasnt set im sure i did it
thanks
eyyyy i really like the look of that
Thanks
yeah, looks neat, going for some... roman sorta thing, considering arena?
@soft frigate no Mac support for Dusk SDK, and there probably won't be until after the full Windows release. Run the Windows version in CrossOver/Wine or a VM like Parallels, or VirtualBox. I use Parallels.
oops already answered my b
catching up on messages lol
@barren terrace i would put a window at that dark spot it reminds me of those old mediteranian houses
@honest stag thanks babycakes ๐ idk how I'm gonna do the lighting yet. The cloudy grey default skybox doesn't give me much to do something interesting with. Might wait until we get other skybox support.
I might try to like, put the sun coming in from the crack of the valley on the other side of that wall
get some real DUSKY lighting up in there
@lament ore unfortunately the model files aren't really ready to be thrown into Trenchbroom as some of them aren't properly centered, have incorrect scale, etc. Thanks for the offer tho!
technically you could simulate multiplayer dusk by slapping down a bunch of jakobs
lol thatd be chaos with a bunch of jakobs hupping and strafing around the player while spamming a shit ton of attacks
jakobs only work on a flat surface with no obstacles tho don't they
shit I wonder how nyarlathotep behaves if you just place him down in the middle of a map
I think you can already do that
@fluid nimbus Jacob should function in any environment where normal enemies would be able to path around
his hupping madness might make it wonky on slopes tho?
So you can do SOME stuff with the level design, but he won't be able to navigate really complex deathmatch levels
kk
@alpine depot naw slopes should be fine. The hupping is literally just an animation
oh really? I thought it was physics lol
I saw the animation once before but I thought that was an additional effect
he's not actually bhopping?
he'd be zooming around at mach 5 if he was so it makes sense
ooh itd be cool as a mod to play as jakob if he wasnt fucking obliterated by a million cultist fireballs, trying to get back and beat dusk dude
jakob just respawns
In his bed
In a cold sweat
then he says "GAMERS DONT DIE WE JUST RESPAWN"
"what the fuck was that bearded dude"
lol wakes up in a cold sweat, turns to body pillow and sees dusk dude on it
hup hup hup hup
lol didnt someone make a drawing of dusk dude in a body pillow
duskdude walks into a house, sits at a chair, looks at a picture of jacob
Suddenly, a chainsaw is revved behind him
"YOU PICKED THE WRONG HOUSE FOOL"
"ey eYEYEY IT'S ME , DUSKDUDE, CHILL, CHILL"
"Duskdude?... OHHHH MY DOG"
I'm making this
duskbros
duskdude is david but with shades and black hair
fyi some textures in the dusk.wad are mismatched/not named right in the official wad for now i belive
known issue, will be fixed once we move over to WAD3
@agile gust you don't have palette.lmp present in a loaded mod if you get that
It's a file you can get from Quake, or find online (I think some people have posted it here too)
@ancient depot is pickup_super_damage not implemented yet? It won't show up on my map
Is that even an entity?
i dont remember a quad damage in the game, but its in the entities.txt
Oh you know what, iirc that's a typo alias for Quake's quad damage
I think it's actually something like pickup_artifact_super_damage
Should spawn a fast fire totem
quad damage would be fun to have in dusk combined with fast fire
thatd be sick, throwing the player into a massive group of enemies with those powerups and dual shotguns
enemies just get immediately gibbed lol
enemies? what enemies?
@ancient depot @iron needle I'm sure this has been mentioned before, but enemies won't cross the areas where doors used to block after they open.
Known, they didn't do that previously but for performance reasons we had to disable the code that allowed them to
Looking into other solutions for it
I see
Hehe never thought of that.
does anyone know how to make the buttons change texture when activated?
Not supported yet
You can probably work around it by having two buttons in the same location, and having one move inside the other
That's how smashing computer screens works in Half-Life
on the topic of doors and enemies, was the performance issue like, every enemy was checking every frame if the door was open and then if that returned true they would be able to go through the now-open door? because yeah i can definitely see why it was disabled
Nope
The game uses a navmesh for AI pathing, and we asynchronously regenerated it
The performance drop was caused by the game loading the navmesh after it had been generated in the background
so thatd regenerate the entire navmesh?
There was also a bug that caused it to constantly regenerate at all times after a door moved
Yeah
It worked pretty well for Quake-size maps once that bug was fixed (was never pushed out publicly, we just disabled the navmesh regen altogether for now), but it's not viable for huge maps
holy crap
is there a way to only regenerate certain portions of a navmesh at a time?
no
Unfortunately not
ouch
Generating it in the background wasn't even properly supported until I found a workaround lmao
though, i'm not sure about Unity, but in source you can manually edit navmeshes inside the game so at least on release people could fix that issue
wow
maybe you could fix it by having a specific mesh contain a variable that changes when a door opens
similarly to how doom handles sounds and sections
is there a way to connect navmeshes together dynamically?
yes
I'm going to try and have a separate navmesh for any moving object
and then use that
this is probably a lot more complicated then i think it is
specifically:
ooh
it's a low priority atm though
wanna at least try and get custom levels up to the functionality level of the campaign before we start going beyond it lol
yeah of course lol
yeah
@cosmic copper That would be env_texturetoggle, a Source entity
ok. I played a custom map the other day that had them work like in the base game, is there another way to do it with a key/value or something?
wait what are you trying to do?
the method with one butting pushing back into the other button texture works, did that for a tv screen
button
oh thats a good idea
Im trying to get the switch/glowing buttons to switch textures like they do in the game (lever flipping from up to down)
are there noclip textures for dusk?
do you mean invisible clip textures that you collide with or visible textures that you fall through?
the latter is func_illusionary
invisible clip textures
I dont think so
or no actually i meant nodraw textures. but noclip would be neat too
I dont think they do
We don't have SKIP texture support yet
Same reason we don't have proper Quake water support yet
It's coming though
oh ok, i dont even know how important they are for quake/dusk maps i just learned to put em almost everywhere in hammer
Those only affect VIS afaik which we don't load yet
alright ty
probably a nargle situation
because his death is scripted
cc @iron needle
we could probably just make them gib when not set up as bosses properly right?
Ummm all that logic is kinda ๐ but it might be possible yeah
I'm afraid to look at that code lmao
that makes sense
I was wondering why there was a funny noise when I passed through the nonfunctional teleporter
Will we be able to load another map without level complete screen in-between?
Eventually yeah
Nice nice
Not until a bunch of loading screen-related code has been redone though
@ancient depot honestly I think it could be as simple as just having a different Jakob prefab with a few things ticked off, and that's what spawns for imported maps
what's nargle?
final boss
Oh also, I think it's actually practical to do "no level complete" screen right now. It can just bypass it without issue. There just needs to be a way for level transitions to specify that
right
big john seems to work fine
doesn't trigger_changelevel have "intermission" flag in TB?
if that isn't flagged then it could proceed to the next map without results screen
I believe it does
I really want to use those intermission splash screens with custom text, I love the atmosphere of Dusk's with Still Alive playing in the background
also load times are nuts on this map
Gonna try it out in 10 minutes
my level takes ages to load ever since I added a lift sequence
Mine went up about 7Mb just from adding -extra4 to my light.exe
though it kinda makes sense
use this one ^^^^ the other one had a broken door
shiiit
well
that's definitely a cliff
wait I thought the developers were gonna add moding or like a workshop
It's an SDK and there will be workshop support eventually
For modding Dusk can you make the weapons, characters, and maps more detailed
At least I recall them saying they planned on workshop support
you can make maps right now
The level of modding you can perform is limited right now though, as this isn't the full release of the SDK
characters and weapons are on the way
so does this require any programming I know this sounds like a dumb question
no
oh ok
only for advanced scripting and stuff
model, texture, sound, maps can all be done without any programming knowledge
k
@mortal narwhal every texture is missing for me in your map, weird
do you have the pallete.lmp file? @alpine depot
oh right
I should probably bundle it with that in the future
where do i put that again? where the map is placed?
oh figured it out, it's in the root directory of your mod folder
duh
https://www.moddb.com/mods/factory-complex
theres the moddb yeehaw
wew just finished it
it was pretty good for a first level, though i was running low on ammo for a bunch of weapons until the end
end was really cool too but holy shit so many enemies at once, the grand mages kept me on my toes as well as all those priestesses
what weapons were you low on? @alpine depot
yeah i wanted to fit in a crazy ass arena to finish it off
i was low on shotgun and pistol until i got more weapons, i forgot about the assault rifle so its partially my own fault lol
i got a little lost after getting the blue key, didnt know the sewer-esque area led anywhere so i ignored it for a little bit
i got my ass kicked on cero miedo as a result of low ammo lol
alright, I'll see if i can make the underground entrance more noticeable and more ammo. Thanks for trying it out!
that underground cave with teleporting lava is cool too (if only trigger_hurt worked), although that one singular texture and the flat/featureless walls/ceiling made it a bit odd to look at
that secret boss fight was cute too
maybe a few stalactites or some industrial kind of mining structures around? maybe even a sunken portion of city or whatever, since it seems to be set in a city
wait
secret boss?
lol thx
yeah stalactites would be neat, break up the monotony
oh yeah and the teleporter after the yellow key should be hinted at better, i walked past the key on accident and fell into the teleporter
now what about that secret boss
at the very top of the map
near the end
theres a button
kinda half hidden
go from there ;)
its a little before the end level
supra sekret
lol that was great
completely unexpected
fantastic work for a first map, keep it up!
thanks alot :)
My god I feel stupid for not realizing that I could double click a brush with the tool to outline the edges
@alpine depot not the most effort put into the lava place but hey, new version with your crits in mind
ayeee i'm halfway done with my second map and would like to hear some opinions on how it is so far
i'm going to play/record both of these in a bit
ooh thats really cool
if you want to give players weapons from the get go, leave them in visible spot or place at players spawn
also yellow key trap is cheap
but drop to the arena is quite fun
thx, i'll try to place them there. i just put em there for now because ur supposed to enter this map after playing the map i made before having aquired some guns already
you also could make it playable for intruder mode for futureproof
good point. i always forget that mode exists
shame I haven't seen any daikatana texture wads
for those interested i have made a mod which adds Ash saying "Groovy" when you draw the SSG
Dumb question: What's the trigger texture?
in quake you mean?
yeah, cant find it
it's there for me
ok
what the hell i searched for trigger and couldnt find it either
did you guys add the right wad?
i'm using hipnotic.wad, not quake's default START.wad, but it should be there anyway though
Colored lights aren't working yet?
Now in the quake1 format
If you compile for hl1 you can have it
It's just because it doesn't load the .lit file
Yeah
so hold on i wanna ask
so i can add a colored light in quake but what i need to do is use a half life 1 compiler?
orr?
is that even possible to do?
Yes, that would give you coloured lighting support
oh shid
Note that some stuff differs between Q & HL BSP
For example, you won't be able to use the difficulty spawn flags
if the difference is that minimal then it's kinda no big deal
i'll look up what exactly is different thank u
Yeah it's nothing gigantic, just stuff to keep in mind
@onyx marten First of all, very nice map. Good atmosphere. Secondly, all enemy encounters I thought were great (the welder one on top of the roof especially) but the one downstairs before the arena.
This area suffers from the door problem where players just camp right outside the doorway and bait enemies into that chokepoint
I'd love to fight in that room but it doesn't really work right now
also the red key teleporter doesnt let you grab the key before the tele
nice job though!
this is implying that door camping wasn't the main strat in every 90's FPS
it turns the area into a point and click adventure with little movement
you know i find this a bit weird sometimes
a lot of games have very cheesy strats but it depends on you if you use them or just have fun and give yourself a challenge
Game design teaches us that if player is given the option to abuse certain mechanics it will
So we should remove/minimize them as much as possible
this is why my level has no enemies
no one to fight - no need to think about combat design
problem solved
The perfect level now exists
Time to make my first of many shitpost levels
So we should remove/minimize them as much as possible
other options:
-design the level to require cheesy strats to succeed
-encourage the strat for a little bit and then punish it occasionally to create a pavlovian response/anxiety
yo I just had a sick idea for a custom boss fight
a literal fucking angel possessed by whatever was causing all that possession madness (nyarlathotep or some super magic spooky monster mash cultist stuff idk lol)
like, hurling literal stars at you and all sorts of weird magic
turn dusk into a bullet hell lol
how cool would it be to have a frickin angel zooming around an arena and shooting down a goddamn star at you like that one weapon in amid evil
Like the Darklurker from DS2 but maybe a different color
the infamouse Dar Klurker
how cool would it be to have a frickin angel zooming around an arena and shooting down a goddamn star at you like that one weapon in amid evil
like an alive boneball?
boneballs shoot in all directions and are generally just stupid, but it'd make some sort of attempt to predict your movement and actually aim at you
maybe it could swoop down and use a sword too lol
like a much much more aggressive priestess
bro give it a minigun or rocket launcher built into its arm too lol
Was there an update? My load times got much better.
probably
I recall load times being kinda bad in the sdk build when I messed with it last week
doesnt seem like it

he may look silly/cheesy/shitty
but i'm proud of this abomination so far
dont know how to make the hand look... less shitty
or him entirely
alright i made some improvements(?????)
i still cant figure out how to make the hand look good
you can always go for like a skeleton arm
which is to say make it thinner
the sillhouette may or may not turn out better
lemme try
tried it - didnt really work?
i think the tip of the arm is the big problem
it looks... off
like just a triangle
i cant figure out what to do with it
Maybe put the chain on the front side of the arm?
could work
lemme try
i think i need to move it around a bit but i think it's better
@mortal narwhal Yea I'm not happy with that room too, i'll read that thing you posted and try to find a better solution for it. Thanks for the feedback!
Is there a brush inside of its hand?
But its better than the previous one
I remembered that Scourge of Armagon had a laser cannon
so uh
does anyone know how to import that
ye it's a leftover becauze i changed the size a bit
i dropped some powerful light there, boutta see how this looks ingame
alright so uhhh why are blood textures always black when touched by light entites for me
i'll use like a gore texture see how it works
there we go, i like it kinda
Note to self - blood texture from quake is black even when touched by light entites, the gore texture from dusk looks better and works with light
yeah it's nice. Is the head supposed to be looking down or is it slumped like a corpse?
one criticism i can give is from that ground level it doesn't look limp enough. If it can stand to be tilted forward more it might look better imo.
i'll nudge it a little bit more and to the side
yeh it's subtle. i think even ten degrees more would communicate the body language better
and maybe let the pins stick out a bit more, i didnt get that he's supposed to be impaled
'ight thank you fellas
lemme see how it works
it's difficult to make small angle changes to big objects for me sooo that's the best i got
also the face is covered by shadow and i am confused because i kinda like it???
the black blood looked pretty sick tbh
I might use that
Yea that shadows good
Would u keep the gore texture on the face?
no clue tbh
the black is pretty nice. if you could make some sort of trigger that lights it up from below as you approach it it will make a good reveal.
you have to beat big john with only the stuff found on the barn
both look great but
the player can just like
shine a flashlight or throw a candle at the guy's face and see that it's gore
good luch
yeah, or like that!
this shitty guy took me a while damn
I'd keep the shadow or make the face a bit more detailed, like partly blood and partly skin
yeah i'm gonna make this place a lot more detailed
this thing is so big that i'm actually making a small-ish city below it lol
all of this is below a bunker btw
oh lol i didnt think it was that big
it's pretty hure
huge*
well i mean
it's not like HUGE huge but it's big
...i can scale it to be bigger lol
......should i?
its part of ur bunker map i suppose?
yep
i dont know tbh i dont have much reference on how big it actually is
if u can fit a small city below it may be big enough lol
i mean not really like a city but i dunno
lemme screenshot
like, some 1-story buildings below it
the player will look over this entire thing from about the half-point of this... cave??? at first
then jump down to the "city" and fight there
eh, i can always just scale the entire thing
but it's 4 in the morning now
lol i still cant believe this shit, i woke up and thought about making this guy
imma hit the bed
thanks for the help bois
i'm gonna look back and see who posted their maps as well since it's pretty far back
btw did u record the playthrough of my map yesterday?
shadowplay recording desktop
no i mean did u record it
shadowplay
NVIDIA shadowplay
it'll open up in your desktop and then you can just open Dusk and it'll show it properly
oh nice
kinda like how the tower looks from here
not sure I want anyone going up it though
@torpid sphinx why are you running your map in quake?
I run my map in quake too from time to time to test things because it's just quicker, so I assume Stormyface is doing this for the same reason
i'm ignorant, do you have to restart dusk every time you recompile the map?
Yeah i suppose its faster to look at lighting
no
just bring up the level select again
or die, both reload the map
why is it faster to load it in quake then?
well
alright poolboy
i'm ready for the 6 paragraph explanation
you should try loading in quake compared to dusk
going to have to upload to youtube
lol not quite 6
the playthrough that is
nah lol i'm already bout to head to sleep
I mostly load in quake for lighting and sometimes to see if my brushes look decent enough
I would do it more often if the scale wasnt off
thats most of my playtesting is to see if things are huge or tiny
got used to the scale being off but it did take some time yeah
doesnt help that the info_player_start is smol
alright send the link when its up clarity
@mortal narwhal testing it in quake is much quicker, also I'm trying to get a grasp on the engine first before doing any dusk stuff, this is my first time doing anything like this
SPEAKING OF
sloped roof
hey @onyx marten video's uploading now
dusk crashes as i'm trying to play mcclone's map
figured out why
it's just WAY too big
@mortal narwhal you're gonna have to split it up man
map is just way too big
i couldn't even finish it
@onyx marten playthrough is up https://youtu.be/jqxcUr4HObw
too much stuff too big or spaces too large too big
too big in general
now gonna upload the critique
Sorry for the static in the background
does it crash or stall? @barren terrace
crash
often when it's booting up
i wasn't even able to finish it because of how long it was, video would be 20 minutes long
i died close to the end but still
thanks man that video is really helpful
my talking is really not the best here
i try not to mumble but sometimes it's inevitable
https://youtu.be/2M_Bo7dGaaM the critique
lol the talkings fine. again, thanks!
there's some unintelligible bits
np
really liked the detailing, reminded me of early unreal tournament and css street maps
sadly u missed a little arena at the end but I'll def apply some of those suggestions
thx, btw u mentioned the textures they are mostly from the blood.wad
yeah in the hallway with all the torches is a grate in the bottom. i already made it a lil more obvious now lol
yeah basically just a small arena with a teleporter, after that you've basically seen everything it had so far
ok
played it
pretty cool actually, but i think you should change the order of things maybe
since you have that staircase going back up, make the player go to the bit that's sealed off, and get teleported into that arena to get a key, i think the pacing would improve since the player gets an extra bit of downtime between the fight in that long room and the arena
other then that, map's pretty fun
is there a way in trenchbroom for brushes to make shots go through them but not the player
i think there is but it don't think Dusk currently supports it
you mean that ladder going back up? yeah maybe, I'm currently adding the last area and when thats done I'll see how i do it
I can't remember but is there anything being done with the scaling for the sdk? It's putting me off a little when I map, cuz everything seems a bit too small
not sure but i think with one update they changed it up a bit and said they'd try to keep it that way now
I seem to remember reading something about the devs possibly allowing for changing the scale in your project. But obvs in the future
hmm
if you use the fgd and compile often it won't be a problem, just make sure to make things slightly bigger to account for the change
i'm guessing some of you guys have been watching my beached devlog videos since they just went up in views in the last week or so
i thought scale was already available
maybe im crazy
but im pretty sure it is
@iron needle isnt that a thing already?
Is scale that big of a deal to add when the entire map can be made bigger/smaller in 3 clicks
is there a known issue about skybox textures not loading the correct ones from the Dusk Wad?
I have "skybox_stars" being used and it loads a cloudy sky skybox instead in game
Ye skyboxes dont work yet pretty sure
kk, no worries, just wanted to make sure i wasnt doing something wrong
sure you can make the map bigger/smaller in just a few clicks, but that would fuck up proportions of certain brushes and whatnot
from my experiences anyways
?
Why would it
You just need to make sure to select all because grouped brushes dont get selected along with worldspawn double clicking
that would be a total pain in the ass doing all that by hand
ctrl + left click doesnt help too much
You can just tap "select all" in the edit menu...
o
finished the lift for now and now i can focus on some topside stuff
looks even nicer with lighting!
little too bright?
yeah I just upped the values to make it easier to see everything in the image, lights are lower by around 50 or 75 now
i was gonna start working on some wolf3d level remakes today but then i remembered wolf3d is boring af. so ROTT 2020 time
Dusk needs an NME equivalent

Ye very difficult buddy. I wish there was an equivalent in dusk
Maybe big john with like 5 times the health would suffice.
Mecha Big John
was thinking of alternative enemies with unique mechanics
i.e. a kamikaze horror with massive nasty explosive cysts
That would be equally horrifying and cool
It wouldn't have a ranged attack
just ruthlessly charges at the player and goes boom
of course it would have less hit points allowing it to be easily dispatched and even used as a walking explosive barrel
More enemy and weapon varieties would be excellent to have as a resource
something I feel Quake 1 lacks quite a bit
A DUSKified version would be dope and I ain't just saying remake their design in DUSK's style
saying make them look like twisted experiments with horrific sounds
big john kamikazes
HAHA IM BIG JOHN
@alpine depot looks pretty damn good
@ancient depot I was spending a lot time aligning textures today, but then a thought struck me; will the textures be messed up in a future update?
no
Okay, good
Texture alignment is baked into bsp
I'd kill for some Thief maps remake for Dusk
finally that assassin's guild OM from thief gold can be good for something
anyone have working HL1 compilers for jack? using quake ones works but i cant use light_environment (big outdoor section) and also cant use coloured lights, but when i swap to hl compilers the lighting works great but it just loads without textures
ive used zhlt and the executables packaged with jack to no avail -- edit: didnt have the dusk wad in the mod directory DERP
Agree. I was grasping for OMs that have more FPS-friendly designs that aren't just "The Sword". I wouldn't mind that secret rat map secret that was the other Gold addition, too.
YES
I'd only accept it if it's the same default dusk movement speed. I'd like to see how one would design a level around that.
The equivalent of a stealth level where you play as a car.
I'd only play that if colliding with someone bowled them over
Imagine being a guard and getting HUP'd on
Does anyone know how tall a brush between the player and an enemy can be for the enemy to be able to see and shoot the player?
No fucking clue
which entities should i use to spawn enemies when i reach a location? can we do that yet or no
what do you mean my man
like teleporting enemies in a place when you move into a room for example?
i dont think teleporting them directly is a thing yet but i have a bootleg solution
it works at least
you need it or
yeah thats what i'm looking for, like a trigger brush that ports in enemies when you reach it
trigger_once -> teleport_trigger with monsters inside of it ?
ill try it jakob
not entirely sure if the teleport_trigger waits until something targets it
else put the monsters on top of a door and then activate the door so they fall down into a teleport trigger
i THINK the problem is that the teleport is just always active
so instead i used a func_door to push enemies into it
i actually had a setup screenshot
lemme find it
wtf
wait what
they work perfectly
why not?
those are pretty important, let's try and figure them out
found it
func_door being triggered by anything obviously
make note - the door must not touch the teleport
or the enemies will big
gib*
thanks ill give this a shot
turns out my doors are working but theyre just shuffling backwards like 8 units
like a miniscule amount
By default, the move by the same amount as their length on the direction they move in
So like a 1-unit thin door moving forward will move by 1 unit by default
You can change how nutch they move by editing the "lip" value
It's confusing but put in a negative value
I know
ohhh dude thats what im looking for
the up/down i used on sourcesdk
named info_null works as the target right?
for the teleport trigger i mean
no clue :P never tried
I mean you're supposed to use teleport_destination
not sure what you're trying btw
but yea teleport should be connected to info_teleport_destination
well i used to use info target but i couldnt find it
also anyone remember the dam jump from goldeneye?
thanks, remaking the end of dam + start of facility on goldeneye n64, just so i can fill the labs full of those scientists that inject you
i've never played goldeneye so that will probably be fun for me like a new experience lol
ahhhh you missed a good'n. also never thought i'd miss working with displacements, but making mountains with carve / vertex edit is an eye watering experience
awesome
also
thought struck me earlier today: dusk might herald another era of small-time mappers/modders, since it's not that... well, pretty :p
so, a single person can make something that is quite meaty (hue) and works fine in the context of the game
might not have the same scale of impact as quake, for example, but how long has it been when an fps game could have so much you could do within it for a single person?
as in newly released game
i quite suspect @iron needle did not expect something like this even as he released the first episode in early access :p
thought struck me earlier today: dusk might herald another era of small-time mappers/modders, since it's not that... well, pretty :p I'm really hoping that's the case yeah
so, those of us with ideas, but no teams or such can still do neat things
also, more <3 for both game and sdk
dont wee why there cant be small teams of modders here when more features are present
see*
yeah the amount of detail needed to make a really good source engine map always put me off
but this is fine, its blocky and its supposed to be blocky
well, mostly is that the more grafix/details a game has sets expectations for mods/maps for said game
something like the og quake, or now dusk, can have stuff done to it in a decent timeframe by small teams or individuals
or, what you see done for doom these days
like when scripting is out someone might not know how to code but still want some kind of feature for their level
and scripters can do that so you know
mutual help
yeah
"yo make me a cool gun pls"
just thinking more on the level of.... you don't see the same fervor for modding these days
for bigger releases
if they are even moddable
"dude make a penis gun plz"
and yeah neither of them know 3d modelling perhaps
and the 3rd guy says "i can model a penis for your penis gun"
at least not enough to make something presentable when you have the fidelity of... say half-life 2
or newer
sounds like you're onto something really revolutionary @honest stag
i could probably bungle up stuff for quake/dusk after a few blender tutorials
i mean, it's why i have been on/off (again, mostly off until currently) working on my maps
or now, map
@hollow laurel honestly there's a barrier of entry for Doom and Quake now also, since there are just so many super skilled mappers in those communities. The nice thing about Dusk at least right now is that there's no quality gatekeeping, so everyone can just try stuff and have fun.
true
and well, frick those who try to gatekeep that stuff
people need to learn
and get proper feedback
i made levels for doom 2 and did not give a fuck, no clue who's gatekeeping tbh
quake - maybe yes
doom tho - perfectly fine
doom is more abstract, so think the threshold for maps are lower there
not super-low mind, i mean doing something nuts-like, but not ironically will probably have you raked over coals
even though you yourself had the best of intentions
(also helps, for the moment, that this community is just super-chill and helpful)
hey, i'm soldier now
neat
you have been for a while now
well, joined quite a while ago, but mostly lurked
until sdk
and then most of that first day was me trying to help other people set their stuff up :3
i stlll cant figure out what to do with the pinned-to-the-wall dude in my map ugh :(
it's like
hmm
that massive one you posted earlier?
yeah
i'm 95% sure that the problem is the hand
but i have 0 clue how to make it look properly
hmm
ah
was thinking more gameplay
as in.... kill X enemies, jump pad appears and you JUMP THROUGH IT'S FACE
nah my maps are shit gameplay-wise and i'm good with that
i just love making atmosphere and weird interactive shit
you know that sound cool but i dont know how to make that
is that even possible right now
well, there's the target_counter iirc, but it doesn't work for enemies yet
(which breaks my map, since when you drop down the thing in the now-castle there's a fight there that depends on it)
but, it's gonna get sorted
otherwise.... hmm
maybe try to make the sides of the head rounder.... via making the top a bit thinner
otherwise from the long-off screenie, it looks pretty decent
and, it might help if you keep the 'face' of it dark
since, well, mysterious
those chains are kickarse
ey thanks
i like the blocky looking head actually but i dunno
again, it's the hand that bothers me SO MUCH
it's like a fucking plush toy lol
I'm having an issue with Trenchbroom where the textures aren't aligned properly in the latest area in-game no matter what I do in the edior.
They have different offsets in-game.
ok weird question but
are they touched by a light entity?
nope
try making a light entity next to them
see if that fixes it
i know doesnt make sense but try it
It doesn't, no, but I'll give it a shot ๐
well, i'm thinking at most divide the one brush to three ones
so you can round it a smidge, while it still looks blocky
i'll try but i'm too lazy to boot up TB right now
i'll write that down though
heh
Well damn, either that worked or it was me saving it as a different file and compiling it. Either way, it works now, thanks.
for some reason textures can be fucky when they arent lit up
like mostly the are just flipped for no reason
Strange
huh
Is this a reported issue with TB?
As you can see these weren't exactly the kind of textures you want to be misaligned ๐
ah
i have no clue how this bug works lol
yup
well that's news for me, damn
Yeah
yeah idk why they named it that
:)
wait what?
Dude what if i use delay 1 and delay 2 for the demon's eyes lol
like make the face texture just black so it doesnt light up
TB uses a delat key for light intensity???
like delay 2 wait 5
no, light for that
all those in the picture use light 300
delay is a how a light dissipates
delay 3 makes the light go on forever
delay 1 is linear
etc
idk what delay 4 is even for lol
just light
TB uses a delat key for light intensity???
Or rather,light.exe
What a weird detail though
I use delay 3 for this effect
along with the lava, with the light pointing down and a mangle 180
huh
Mangle does what again?
@mortal narwhal wow that's weird
mangle is an x y z property for light direction
it's for spot lights
there's also _sunmangle for the directional light
Oh gotcha thank you
mangle sounds like a ligma-type-joke word to me
@ancient depot hey something I always wondered... did og Quake support spotlights or was it just point lights?
that's what I was figuring
Still have no idea what the "m" means
there are also parts of the game that LOOK like they're illuminated with spotlights but I wasn't sure if it was a clever trick
I assume it means "magic" because that's the only thing said in the comments relating to it
it's used in what's referred to as the "magic formula" and there's nothing else I could think of lmao
sounds plausible, considering a pure-3d engine at the time was basically majick :p
maybe its mangling the lights
dark wizard John Carmack using his magic powers to create magical 3d magic angle lighting
absolute maniac
well, yeah
considering the thing can even run on a 486
without fpu
and the game really wants to do floating point stuff
I'd kill for a Mod that Replaces Most of the OST with "What is Love" of Haddaway
Nah man this game needs some bjรถrk
Big John mod
Big Jรถrk
bork
I put a fiend near a pit and then he jumped off
and is now falling forever
AAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
takes breath
:p
well, learning experience :3
I forget how do you adjust jump pad power
Like whatโs the property name?
amount
Ty lorde zombie
func_train ?
really dead in here
some unknown files
why not
We already bought a virus for 20$
Maybe virus were the friends we made along the way
Fluids coming soon
Splendid
You can probably do that once trigger_hurt is supported
Unless Quake had some kind of special parameter for inflicting damage within fluids
dude hell yeah
also as a bonus if you're mapping for HL (using jack or hammer or whatever) your lightmaps will now look a lot better
zombie found a bug that was throwing some of it off
lightmap = fixed
we also fixed some textures (like dusk trees) randomly flipping
that was a dumb mistake on my part
Thanks gamers very cool
wait is that the bug somewhat related to the flipped textures thing?
or am i wrong here
Jesus
Huh. Apparently colored lighting works with quake 3 bsps as well. Didnโt know that 
Yup, Q3BSP lightmaps are truecolor just like Half-Life
Iโm gonna use it to spotlight keys
is it possible to have an entity like a shower spawn activated ?
nope :(
@iron needle @ancient depot add to ObjectShower pls
ShowerScript showerScript;
public override void OnTrigger(EntityBehaviour instigator)
{
base.OnTrigger(instigator);
if (showerScript == null){
showerScript = this.PrefabObject.GetComponentInChildren<ShowerScript>();
}
showerScript.turnonwater();
}
Everyone would be replicating that moment with scientist drowning in the shower in Hazardous Course 2
yeah we'll add stuff like that to all of the props eventually
Hazardous Dusk 2
make the toilets flush
on trigger
tbh I think we'll need to add a more advanced trigger system later than what Quake or HL has
because a toilet is technically also a func_breakable (but not really)
so what if you wanted one trigger to flush it, and one to break it?
I have no idea how the source trigger system works
I did a thing in my unity project were I sent a TriggerSignal that was basically just a string name and an object value
so I could send like {"SetSpeed", 20.0} to a func_rotate
Yeah I'm thinking something along those lines
Like we'll add a property like triggervalue
or just call it parameter and put it on all trigger types
tbh you should probably keep the quake/hl combability in a separate mod when you figure out the scripting stuff
Yeah we'll figure something out with regard to that
I wanna have a proper HL compat mod that we can release on the workshop/mod.io or something
That adds the necessary scripting to scientists/mama/etc to make the game beatable
scientists being friendly
now I'm spooked
STAHP
itll be a beautiful day when we can finally just spam ent_fire player ignite on dusk and have it work
hahahaha
the plan is to have something along those lines yeah
might actually be useful to just copy what Source does for later if some madman decides to make a pull request for Source support
mod it in โข๏ธ
mod THAT in โข๏ธ
yeah theres a c# lib for that
it was made for night in the woods, which is an Unity game
I've actually used something like that in unity before
Big John Love Shack is coming bois
I need a Fallout 2 - Dusk total conversion
Big Johns Love Shack theres your new map idea bois
Hideous Dusktructor
If we made Fallout conversion into Dusk Duskdude would only have intelligence of 1
he can only speak in HUP
DUSK Spoils: ||he does scream NNNNNOOOOOO! when you flush yourself to the Ratacombs||
But that's amid evil boi
anyone had problems with key_red_card not spawning where it should?
i didnt but if you do, make a bit more space for it or make it higher
see if that helps
Ugh, how do you rotate props again. The forklift spawns sideways again.
Didn't you do a hotfix for this ๐
Yes, the forklift shouldn't be on its side
Do you have a euler property left over on it?
I'm not sure if that's been removed yet in the current public build
yeah i made sure there was plenty of space, then moved it way high into the air and its still not where its supposed to be @honest stag
whats the noclip cmd again?
NBCLIP
ty
Nope, fresh placement.
Nothing added.
But the euler propery fixed the issue before the previous hotfix.
where can I download the patch for the game that adds the SDK?
or is it just out on steam right now
Check pins
I think you need to apply for the beta?
You have to opt into the beta via a password, which is provided in the pin
it will not show up in the list until you put in the password
@ancient depot None of the angles worked, it's either on the side or upside down etc, but I'll figure out the correct number later.
Mind if I ask what'll be included in the next patch?
support for func_vehicle 2020
Arguably the most important feature.
for some reason no mattter where / how high i place this keycard it always defaults to just above my func_water brush
i gave it so much space it's just not happy
Try placing it on normal ground/try another key entity type.
The editor is still a little janky.
i am placing it on normal ground, but underneath that ground is water and its just glued to it
ill try isolating it
try 0 90 0 angles
๐ฉ
yeet
Anyone know why so many objects appear black?
Until you shine your flashlight on them that is.
hmm try lifting of the floor a little
they should use the light level of whatever the ground under them have
alright so i'm gonna put my zoo map on the backburner for a bit and work on a small map instead
the scale kinda bloated
should hopefully be small enough to finish this week
@ancient depot how do i use makewad? do i put inside the folder with the textures or outside it?
oh, it closes after a while so i thought it was automatic
nope
We should have our wiki up soon which we'll have proper docs and stuff on for makewad
Zombie normies don't know how to command line you know that


