#dusk-modding

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honest stag
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someone said he looked like a headless ninja turtle

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i laughed my ass off tbh

hollow laurel
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my first thought was the dude from chex quest

honest stag
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oh my god lol

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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

onyx marten
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i'm looking forward to seeing what u do with that meat mining idea

honest stag
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oh yeah the meat mining thing sounds awesome btw

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it's like that one section in uhhh episode 2 of dusk?

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near the end

hollow laurel
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you mean the meaty bits? well, guess that was part of it

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and, well

onyx marten
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i looked into ur stream i think 2 days ago, i thought it was more than 3 rooms

honest stag
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oh my map is tiny so far and progress is like VERY slow becasue i detail every single room as much as i can

hollow laurel
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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

honest stag
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i spent almost 2 hours making 2 small rooms :P

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and they arent finished

hollow laurel
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thanks to the gore textures in dusk

honest stag
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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???

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that's why the map is so small tbh

hollow laurel
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well, had a look at it, the early one you sent when this channel was babby

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while everyone was trying to sort shit out :p

honest stag
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yeah lol the very first one sucked

onyx marten
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yeah the first room was pretty damn detailed

spiral nexus
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Bruh, Vinny's Meat as boss @hollow laurel

hollow laurel
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who.... is vinny? ._.

honest stag
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also when the channel was babby that was crash.bsp i think
i hate that map tbh

spiral nexus
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Streamer lad

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I thought you knew him bruh sorry

honest stag
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a.k.a binyot

hollow laurel
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nah :3

ancient depot
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||Hey, Vinesauce, Vinny here||

honest stag
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"where are your fingers?"

spiral nexus
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Get ready to move your phingors

gritty forge
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We need a reskin and new sounds for Big John

onyx marten
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lol am i missing something important if i dont know who y'all talking about?

honest stag
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no one special
just a funny man

spiral nexus
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Just inside jokes about a funny streamer man

honest stag
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altough Vsauce is pretty well known, no?

spiral nexus
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He is yeah

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I don't think Vsauce Michael has uploaded anything on his main channel for years though

agile gust
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i think my jack isnt set up right

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cant export a map as anything other than a .map file

gritty forge
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wheres ur bsp compiler bro

agile gust
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ill have a look at that

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yeah some reason bsp executable wasnt set im sure i did it

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thanks

barren terrace
honest stag
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eyyyy i really like the look of that

barren terrace
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Thanks

hollow laurel
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yeah, looks neat, going for some... roman sorta thing, considering arena?

barren terrace
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kinda

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the middle won't feel so empty once i'm done

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anyway

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i'm out for lunch

lament ore
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@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.

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oops already answered my b

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catching up on messages lol

sharp trail
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@barren terrace i would put a window at that dark spot it reminds me of those old mediteranian houses

lament ore
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@honest stag thanks babycakes ๐Ÿ˜˜ 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.

honest stag
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sunset light or bust
come on it would look AMAZING

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well when it's a thing obviously

lament ore
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I might try to like, put the sun coming in from the crack of the valley on the other side of that wall

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get some real DUSKY lighting up in there

iron needle
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@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!

alpine depot
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technically you could simulate multiplayer dusk by slapping down a bunch of jakobs

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lol thatd be chaos with a bunch of jakobs hupping and strafing around the player while spamming a shit ton of attacks

fluid nimbus
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jakobs only work on a flat surface with no obstacles tho don't they

alpine depot
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shit I wonder how nyarlathotep behaves if you just place him down in the middle of a map

fluid nimbus
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I think you can already do that

iron needle
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@fluid nimbus Jacob should function in any environment where normal enemies would be able to path around

fluid nimbus
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ah

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I remember hearing something about his AI on the stream

alpine depot
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his hupping madness might make it wonky on slopes tho?

iron needle
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So you can do SOME stuff with the level design, but he won't be able to navigate really complex deathmatch levels

fluid nimbus
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kk

iron needle
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@alpine depot naw slopes should be fine. The hupping is literally just an animation

alpine depot
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oh really? I thought it was physics lol

honest stag
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What

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Wait WHAT

alpine depot
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I saw the animation once before but I thought that was an additional effect

honest stag
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he's not actually bhopping?

alpine depot
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he'd be zooming around at mach 5 if he was so it makes sense

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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

fluid nimbus
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jakob just respawns

honest stag
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In his bed
In a cold sweat

alpine depot
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then he says "GAMERS DONT DIE WE JUST RESPAWN"

honest stag
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"what the fuck was that bearded dude"

alpine depot
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lol wakes up in a cold sweat, turns to body pillow and sees dusk dude on it

honest stag
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hup hup hup hup

alpine depot
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lol didnt someone make a drawing of dusk dude in a body pillow

fluid nimbus
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isn't duskdude's appearance based on david

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partly

honest stag
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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"

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I'm making this

fluid nimbus
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duskbros

crude cedar
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duskdude is david but with shades and black hair

agile gust
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there something simple i missed about textures appearing like this?

gilded saddle
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fyi some textures in the dusk.wad are mismatched/not named right in the official wad for now i belive

ancient depot
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known issue, will be fixed once we move over to WAD3

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@agile gust you don't have palette.lmp present in a loaded mod if you get that

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It's a file you can get from Quake, or find online (I think some people have posted it here too)

agile gust
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oh right, thanks ill have a look around

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hey thanks alot, instantly fixed my issue

mortal narwhal
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@ancient depot is pickup_super_damage not implemented yet? It won't show up on my map

ancient depot
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It might be spawning under the floor

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If you noclip below the map can you find it?

mortal narwhal
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no, it doesnt seem to spawn at all

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hm

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@ancient depot

iron needle
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Is that even an entity?

mortal narwhal
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i dont remember a quad damage in the game, but its in the entities.txt

iron needle
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Oh you know what, iirc that's a typo alias for Quake's quad damage

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I think it's actually something like pickup_artifact_super_damage

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Should spawn a fast fire totem

alpine depot
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quad damage would be fun to have in dusk combined with fast fire

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thatd be sick, throwing the player into a massive group of enemies with those powerups and dual shotguns

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enemies just get immediately gibbed lol

lapis hare
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enemies? what enemies?

balmy thorn
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@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.

ancient depot
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Known, they didn't do that previously but for performance reasons we had to disable the code that allowed them to

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Looking into other solutions for it

balmy thorn
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I see

ancient depot
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Basically, there's a reason the campaign has no moving platforms

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lmao

balmy thorn
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Hehe never thought of that.

cosmic copper
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does anyone know how to make the buttons change texture when activated?

ancient depot
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Not supported yet

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You can probably work around it by having two buttons in the same location, and having one move inside the other

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That's how smashing computer screens works in Half-Life

barren terrace
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actually that's an interesting solution

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also hi

alpine depot
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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

ancient depot
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Nope

alpine depot
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oh

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lol

ancient depot
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The game uses a navmesh for AI pathing, and we asynchronously regenerated it

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The performance drop was caused by the game loading the navmesh after it had been generated in the background

alpine depot
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so thatd regenerate the entire navmesh?

ancient depot
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There was also a bug that caused it to constantly regenerate at all times after a door moved

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Yeah

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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

barren terrace
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holy crap

alpine depot
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is there a way to only regenerate certain portions of a navmesh at a time?

barren terrace
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no

ancient depot
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Unfortunately not

alpine depot
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ouch

ancient depot
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Generating it in the background wasn't even properly supported until I found a workaround lmao

barren terrace
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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

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wow

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maybe you could fix it by having a specific mesh contain a variable that changes when a door opens

ancient depot
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I have a few ideas

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But nothing really experimented with yet

barren terrace
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similarly to how doom handles sounds and sections

alpine depot
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is there a way to connect navmeshes together dynamically?

ancient depot
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yes

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I'm going to try and have a separate navmesh for any moving object

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and then use that

barren terrace
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this is probably a lot more complicated then i think it is

ancient depot
alpine depot
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ooh

ancient depot
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it's a low priority atm though

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wanna at least try and get custom levels up to the functionality level of the campaign before we start going beyond it lol

alpine depot
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yeah of course lol

barren terrace
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yeah

crystal lily
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@cosmic copper That would be env_texturetoggle, a Source entity

cosmic copper
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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?

barren terrace
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wait what are you trying to do?

onyx marten
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the method with one butting pushing back into the other button texture works, did that for a tv screen

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button

cosmic copper
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oh thats a good idea

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Im trying to get the switch/glowing buttons to switch textures like they do in the game (lever flipping from up to down)

torpid sphinx
onyx marten
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are there noclip textures for dusk?

cosmic copper
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do you mean invisible clip textures that you collide with or visible textures that you fall through?

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the latter is func_illusionary

onyx marten
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invisible clip textures

cosmic copper
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I dont think so

onyx marten
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or no actually i meant nodraw textures. but noclip would be neat too

cosmic copper
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I dont think they do

ancient depot
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We don't have SKIP texture support yet

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Same reason we don't have proper Quake water support yet

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It's coming though

onyx marten
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oh ok, i dont even know how important they are for quake/dusk maps i just learned to put em almost everywhere in hammer

ancient depot
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Those only affect VIS afaik which we don't load yet

onyx marten
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alright ty

barren terrace
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ok

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so

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jakob is immortal

ancient depot
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probably a nargle situation

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because his death is scripted

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cc @iron needle

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we could probably just make them gib when not set up as bosses properly right?

iron needle
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Ummm all that logic is kinda ๐Ÿ but it might be possible yeah

ancient depot
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I'm afraid to look at that code lmao

torpid sphinx
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interesting
the teleport texture in quake is a liquid

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I'm a big john

barren terrace
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yeah

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cause you can pass through it i think

torpid sphinx
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that makes sense

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I was wondering why there was a funny noise when I passed through the nonfunctional teleporter

spiral nexus
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Will we be able to load another map without level complete screen in-between?

ancient depot
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Eventually yeah

spiral nexus
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Nice nice

ancient depot
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Not until a bunch of loading screen-related code has been redone though

iron needle
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@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

ancient depot
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that could work

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we need one for nargle too

barren terrace
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what's nargle?

ancient depot
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final boss

iron needle
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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

ancient depot
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right

barren terrace
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big john seems to work fine

spiral nexus
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doesn't trigger_changelevel have "intermission" flag in TB?

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if that isn't flagged then it could proceed to the next map without results screen

ancient depot
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I believe it does

alpine depot
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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

mortal narwhal
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also load times are nuts on this map

balmy thorn
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Gonna try it out in 10 minutes

alpine depot
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my level takes ages to load ever since I added a lift sequence

mortal narwhal
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Mine went up about 7Mb just from adding -extra4 to my light.exe

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though it kinda makes sense

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use this one ^^^^ the other one had a broken door

ancient depot
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do I see gaming in here

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that's illegal

mortal narwhal
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shiiit

torpid sphinx
manic geyser
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wait I thought the developers were gonna add moding or like a workshop

sly flicker
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It's an SDK and there will be workshop support eventually

manic geyser
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For modding Dusk can you make the weapons, characters, and maps more detailed

sly flicker
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At least I recall them saying they planned on workshop support

ivory magnet
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read pins

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everything's on there

still raptor
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you can make maps right now

sly flicker
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The level of modding you can perform is limited right now though, as this isn't the full release of the SDK

still raptor
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characters and weapons are on the way

manic geyser
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so does this require any programming I know this sounds like a dumb question

still raptor
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no

manic geyser
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oh ok

still raptor
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only for advanced scripting and stuff

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model, texture, sound, maps can all be done without any programming knowledge

manic geyser
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k

alpine depot
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@mortal narwhal every texture is missing for me in your map, weird

mortal narwhal
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do you have the pallete.lmp file? @alpine depot

alpine depot
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oh right

mortal narwhal
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I should probably bundle it with that in the future

alpine depot
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where do i put that again? where the map is placed?

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oh figured it out, it's in the root directory of your mod folder

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duh

mortal narwhal
alpine depot
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wew just finished it

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it was pretty good for a first level, though i was running low on ammo for a bunch of weapons until the end

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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

mortal narwhal
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what weapons were you low on? @alpine depot

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yeah i wanted to fit in a crazy ass arena to finish it off

alpine depot
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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

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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

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i got my ass kicked on cero miedo as a result of low ammo lol

mortal narwhal
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alright, I'll see if i can make the underground entrance more noticeable and more ammo. Thanks for trying it out!

alpine depot
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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

still raptor
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that secret boss fight was cute too

alpine depot
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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

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wait

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secret boss?

mortal narwhal
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lol thx

balmy thorn
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The forklift is on it's side when placed again for some reason.

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๐Ÿ˜ฑ

mortal narwhal
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yeah stalactites would be neat, break up the monotony

alpine depot
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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

mortal narwhal
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gotcha

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I think i forgot to light it up properly

alpine depot
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now what about that secret boss

mortal narwhal
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at the very top of the map

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near the end

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theres a button

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kinda half hidden

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go from there ;)

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its a little before the end level

alpine depot
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ohhh

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i didnt even see that wow lol

mortal narwhal
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supra sekret

alpine depot
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lol that was great

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completely unexpected

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fantastic work for a first map, keep it up!

mortal narwhal
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thanks alot :)

unique ocean
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My god I feel stupid for not realizing that I could double click a brush with the tool to outline the edges

mortal narwhal
onyx marten
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ayeee i'm halfway done with my second map and would like to hear some opinions on how it is so far

barren terrace
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i'm going to play/record both of these in a bit

alpine depot
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ooh thats really cool

fringe nymph
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if you want to give players weapons from the get go, leave them in visible spot or place at players spawn

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also yellow key trap is cheap

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but drop to the arena is quite fun

onyx marten
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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

fringe nymph
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you also could make it playable for intruder mode for futureproof

onyx marten
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good point. i always forget that mode exists

torpid sphinx
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shame I haven't seen any daikatana texture wads

vale karma
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for those interested i have made a mod which adds Ash saying "Groovy" when you draw the SSG

crystal lily
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Dumb question: What's the trigger texture?

honest stag
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in quake you mean?

crystal lily
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yeah, cant find it

honest stag
crystal lily
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ok

sterile junco
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what the hell i searched for trigger and couldnt find it either

fiery phoenix
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did you guys add the right wad?

honest stag
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i'm using hipnotic.wad, not quake's default START.wad, but it should be there anyway though

balmy thorn
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Colored lights aren't working yet?

gritty forge
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Now in the quake1 format

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If you compile for hl1 you can have it

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It's just because it doesn't load the .lit file

balmy thorn
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Yeah

honest stag
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so hold on i wanna ask

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so i can add a colored light in quake but what i need to do is use a half life 1 compiler?

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orr?

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is that even possible to do?

ancient depot
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Yes, that would give you coloured lighting support

honest stag
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oh shid

ancient depot
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Note that some stuff differs between Q & HL BSP

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For example, you won't be able to use the difficulty spawn flags

honest stag
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if the difference is that minimal then it's kinda no big deal
i'll look up what exactly is different thank u

ancient depot
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Yeah it's nothing gigantic, just stuff to keep in mind

mortal narwhal
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@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.

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This area suffers from the door problem where players just camp right outside the doorway and bait enemies into that chokepoint

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I'd love to fight in that room but it doesn't really work right now

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also the red key teleporter doesnt let you grab the key before the tele

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nice job though!

spiral nexus
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this is implying that door camping wasn't the main strat in every 90's FPS

honest stag
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door camping is a strat people use in multiplayer too

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... a lot

mortal narwhal
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it turns the area into a point and click adventure with little movement

honest stag
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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

gritty forge
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Game design teaches us that if player is given the option to abuse certain mechanics it will

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So we should remove/minimize them as much as possible

sterile junco
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that is why my level is a flat floor

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true balance

honest stag
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this is why my level has no enemies
no one to fight - no need to think about combat design

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problem solved

sterile junco
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that is why my level has no geometry

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nothing to design

mortal narwhal
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my info_player_start is inside the end level trigger

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boom

gritty forge
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The perfect level now exists

mortal narwhal
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Time to make my first of many shitpost levels

shell escarp
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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

alpine depot
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yo I just had a sick idea for a custom boss fight

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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)

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like, hurling literal stars at you and all sorts of weird magic

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turn dusk into a bullet hell lol

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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

honest stag
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Like the Darklurker from DS2 but maybe a different color

alpine depot
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a what lurker?

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oh shit woah

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spooky

shell escarp
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the infamouse Dar Klurker

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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?

alpine depot
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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

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maybe it could swoop down and use a sword too lol

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like a much much more aggressive priestess

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bro give it a minigun or rocket launcher built into its arm too lol

half dust
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Was there an update? My load times got much better.

crude cedar
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probably

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I recall load times being kinda bad in the sdk build when I messed with it last week

honest stag
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doesnt seem like it

half dust
honest stag
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dont know how to make the hand look... less shitty

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or him entirely

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alright i made some improvements(?????)

river axle
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you can always go for like a skeleton arm

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which is to say make it thinner

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the sillhouette may or may not turn out better

honest stag
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lemme try

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tried it - didnt really work?
i think the tip of the arm is the big problem

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it looks... off

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like just a triangle

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i cant figure out what to do with it

onyx marten
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Maybe put the chain on the front side of the arm?

honest stag
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could work

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lemme try

onyx marten
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@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!

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Is there a brush inside of its hand?

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But its better than the previous one

torpid sphinx
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I remembered that Scourge of Armagon had a laser cannon
so uh
does anyone know how to import that

honest stag
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ye it's a leftover becauze i changed the size a bit

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i dropped some powerful light there, boutta see how this looks ingame

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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

onyx marten
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yeah not bad

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the blood streams look nice

honest stag
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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

river axle
#

yeah it's nice. Is the head supposed to be looking down or is it slumped like a corpse?

honest stag
#

slumped yep
the body isnt cuz it's pinned to the wall

#

...kinda

river axle
#

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.

honest stag
#

i'll nudge it a little bit more and to the side

river axle
#

yeh it's subtle. i think even ten degrees more would communicate the body language better

onyx marten
#

and maybe let the pins stick out a bit more, i didnt get that he's supposed to be impaled

honest stag
#

'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???

torpid sphinx
#

the black blood looked pretty sick tbh
I might use that

onyx marten
#

Yea that shadows good

barren terrace
#

alright folks

#

here's a challenge

onyx marten
#

Would u keep the gore texture on the face?

honest stag
#

no clue tbh

river axle
#

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.

barren terrace
honest stag
#

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

barren terrace
#

good luch

river axle
#

yeah, or like that!

honest stag
#

this shitty guy took me a while damn

onyx marten
#

I'd keep the shadow or make the face a bit more detailed, like partly blood and partly skin

honest stag
#

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

onyx marten
#

oh lol i didnt think it was that big

honest stag
#

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?

onyx marten
#

its part of ur bunker map i suppose?

honest stag
#

yep

onyx marten
#

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

honest stag
#

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

onyx marten
#

i guess its big enough

#

maybe start on the city and then decide if he's big enough

honest stag
#

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

onyx marten
#

np man

#

imma try ur map in a bit clarity

barren terrace
#

i'm gonna look back and see who posted their maps as well since it's pretty far back

onyx marten
#

btw did u record the playthrough of my map yesterday?

barren terrace
#

shadowplay recording desktop

onyx marten
#

no i mean did u record it

barren terrace
#

shadowplay

#

NVIDIA shadowplay

#

it'll open up in your desktop and then you can just open Dusk and it'll show it properly

honest stag
#

I think he's asking if you recorded yourself playing his map

#

M'dude

onyx marten
#

yup. just askin cuz u said u would

#

no worries if u didnt tho

barren terrace
#

OH

#

SORRY

#

i am going to right now actually

#

as well as mcclone's map

onyx marten
#

oh nice

torpid sphinx
mortal narwhal
#

@torpid sphinx why are you running your map in quake?

fiery phoenix
#

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

river axle
#

i'm ignorant, do you have to restart dusk every time you recompile the map?

mortal narwhal
#

Yeah i suppose its faster to look at lighting

#

no

#

just bring up the level select again

#

or die, both reload the map

river axle
#

why is it faster to load it in quake then?

mortal narwhal
#

well

barren terrace
#

alright poolboy

river axle
#

i'm ready for the 6 paragraph explanation

mortal narwhal
#

you should try loading in quake compared to dusk

barren terrace
#

going to have to upload to youtube

mortal narwhal
#

lol not quite 6

barren terrace
#

the playthrough that is

river axle
#

nah lol i'm already bout to head to sleep

mortal narwhal
#

I'd only load it in quake to see the lighting

#

tbg

#

tbh

fiery phoenix
#

I mostly load in quake for lighting and sometimes to see if my brushes look decent enough

mortal narwhal
#

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

fiery phoenix
#

got used to the scale being off but it did take some time yeah

mortal narwhal
#

doesnt help that the info_player_start is smol

onyx marten
#

alright send the link when its up clarity

torpid sphinx
#

@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

barren terrace
#

hey @onyx marten video's uploading now

#

dusk crashes as i'm trying to play mcclone's map

fringe nymph
#

map actually crashing dusk?

#

wow

barren terrace
#

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

shell escarp
#

too much stuff too big or spaces too large too big

barren terrace
#

too big in general

#

now gonna upload the critique

#

Sorry for the static in the background

mortal narwhal
#

does it crash or stall? @barren terrace

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

onyx marten
#

thanks man that video is really helpful

barren terrace
#

my talking is really not the best here

#

i try not to mumble but sometimes it's inevitable

onyx marten
#

lol the talkings fine. again, thanks!

barren terrace
#

there's some unintelligible bits

#

np

#

really liked the detailing, reminded me of early unreal tournament and css street maps

onyx marten
#

sadly u missed a little arena at the end but I'll def apply some of those suggestions

barren terrace
#

Wait

#

i did?

onyx marten
#

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

barren terrace
#

oh

#

i was watching the video back and i thought that was a secret i missed

onyx marten
#

yeah basically just a small arena with a teleporter, after that you've basically seen everything it had so far

barren terrace
#

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

tepid python
#

is there a way in trenchbroom for brushes to make shots go through them but not the player

barren terrace
#

i think there is but it don't think Dusk currently supports it

onyx marten
#

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

rapid crown
#

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

onyx marten
#

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

rapid crown
#

I seem to remember reading something about the devs possibly allowing for changing the scale in your project. But obvs in the future

#

hmm

barren terrace
#

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

still raptor
#

i thought scale was already available

#

maybe im crazy

#

but im pretty sure it is

#

@iron needle isnt that a thing already?

iron needle
#

not that I'm aware of

#

it's something Zombie wants to add tho

still raptor
#

huh i couldve sworn he added it

#

maybe it was just the quake specific one

honest stag
#

Is scale that big of a deal to add when the entire map can be made bigger/smaller in 3 clicks

solid prairie
#

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

honest stag
#

Ye skyboxes dont work yet pretty sure

solid prairie
#

kk, no worries, just wanted to make sure i wasnt doing something wrong

alpine depot
#

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

honest stag
#

?
Why would it
You just need to make sure to select all because grouped brushes dont get selected along with worldspawn double clicking

alpine depot
#

that would be a total pain in the ass doing all that by hand

#

ctrl + left click doesnt help too much

honest stag
#

You can just tap "select all" in the edit menu...

alpine depot
#

o

honest stag
#

Desecelt info_player_start though

#

Amd then move it

alpine depot
fringe nymph
#

little too bright?

honest stag
#

yeah just a bit too bright

#

some moody light would help a ton

alpine depot
#

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

torpid agate
#

i was gonna start working on some wolf3d level remakes today but then i remembered wolf3d is boring af. so ROTT 2020 time

viscid sinew
#

My man

torpid agate
#

Dusk needs an NME equivalent

iron needle
#

@torpid agate YES

#

I approve

torpid agate
honest stag
#

nme is what

#

i'm a zoomer

torpid agate
#

e(N)e(M)(E)y

#

A boss from rise of the triad

crude cedar
#

Nasty Metal Enforcer

#

big cunt of a boss

torpid agate
#

Ye very difficult buddy. I wish there was an equivalent in dusk

#

Maybe big john with like 5 times the health would suffice.

viscid sinew
#

Mecha Big John

#

was thinking of alternative enemies with unique mechanics

#

i.e. a kamikaze horror with massive nasty explosive cysts

torpid agate
#

That would be equally horrifying and cool

cobalt atlas
#

so basically that fucking frog from wrath but speedy

#

yknow what no thanks I'm good

viscid sinew
#

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

spiral nexus
#

Bruh Serious Sam kamikazes in Dusk

#

AAAAAAAAAAAAAAAAAAAAAAAA

viscid sinew
#

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

fluid nimbus
#

big john kamikazes

gritty forge
#

HAHA IM BIG JOHN

long anchor
#

@alpine depot looks pretty damn good

balmy thorn
#

@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?

ancient depot
#

no

balmy thorn
#

Okay, good

spiral nexus
#

Texture alignment is baked into bsp

gritty forge
#

I'd kill for some Thief maps remake for Dusk

spiral nexus
#

Appears to not be a difficult task

#

Thief maps had very primitive geometry

river axle
#

finally that assassin's guild OM from thief gold can be good for something

agile gust
#

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

gritty forge
#

@river axle Hell ye

#

Hell, Even OM TDP Return to the Haunted Cathedral is good

river axle
#

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.

gritty forge
#

YES

gritty forge
#

Orrrr

#

Some genius could make a Thief Gameplay Mod

river axle
#

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.

cobalt atlas
#

I'd only play that if colliding with someone bowled them over

#

Imagine being a guard and getting HUP'd on

onyx marten
#

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?

gritty forge
#

No fucking clue

agile gust
#

which entities should i use to spawn enemies when i reach a location? can we do that yet or no

honest stag
#

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

agile gust
#

yeah thats what i'm looking for, like a trigger brush that ports in enemies when you reach it

gritty forge
#

trigger_once -> teleport_trigger with monsters inside of it ?

agile gust
#

ill try it jakob

gritty forge
#

not entirely sure if the teleport_trigger waits until something targets it

honest stag
#

that doesnt work i think

#

people tried

#

i think

gritty forge
#

else put the monsters on top of a door and then activate the door so they fall down into a teleport trigger

honest stag
#

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

agile gust
#

oh my func doors dont even work properly

#

gave up on those bro

gritty forge
#

wtf

honest stag
#

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*

agile gust
#

thanks ill give this a shot

#

turns out my doors are working but theyre just shuffling backwards like 8 units

#

like a miniscule amount

honest stag
#

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

agile gust
#

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

honest stag
#

no clue :P never tried

gritty forge
#

I mean you're supposed to use teleport_destination

honest stag
#

not sure what you're trying btw

#

but yea teleport should be connected to info_teleport_destination

agile gust
#

well i used to use info target but i couldnt find it

#

also anyone remember the dam jump from goldeneye?

honest stag
#

oh shit that's awesome

#

seriously that looks great

agile gust
#

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

honest stag
#

i've never played goldeneye so that will probably be fun for me like a new experience lol

agile gust
#

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

hollow laurel
#

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

iron needle
#

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

hollow laurel
#

so, those of us with ideas, but no teams or such can still do neat things

#

also, more <3 for both game and sdk

honest stag
#

dont wee why there cant be small teams of modders here when more features are present

#

see*

agile gust
#

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

hollow laurel
#

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

honest stag
#

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

hollow laurel
#

yeah

agile gust
#

"yo make me a cool gun pls"

hollow laurel
#

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

honest stag
#

"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"

hollow laurel
#

at least not enough to make something presentable when you have the fidelity of... say half-life 2

#

or newer

agile gust
#

sounds like you're onto something really revolutionary @honest stag

hollow laurel
#

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

iron needle
#

@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.

hollow laurel
#

true

#

and well, frick those who try to gatekeep that stuff

#

people need to learn

#

and get proper feedback

honest stag
#

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

hollow laurel
#

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

honest stag
#

you have been for a while now

hollow laurel
#

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

honest stag
#

i stlll cant figure out what to do with the pinned-to-the-wall dude in my map ugh :(

#

it's like

hollow laurel
#

hmm

honest stag
#

no matter how much i look at him

#

he looks so off

hollow laurel
#

that massive one you posted earlier?

honest stag
#

yeah

#

i'm 95% sure that the problem is the hand

#

but i have 0 clue how to make it look properly

hollow laurel
#

hmm

#

ah

#

was thinking more gameplay

#

as in.... kill X enemies, jump pad appears and you JUMP THROUGH IT'S FACE

honest stag
#

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

hollow laurel
#

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

honest stag
#

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

balmy thorn
#

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.

honest stag
#

hm?

#

what do you mean
are they flipped?

balmy thorn
#

They have different offsets in-game.

honest stag
#

ok weird question but
are they touched by a light entity?

balmy thorn
#

nope

honest stag
#

try making a light entity next to them

#

see if that fixes it

#

i know doesnt make sense but try it

balmy thorn
#

It doesn't, no, but I'll give it a shot ๐Ÿ˜›

hollow laurel
#

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

honest stag
#

i'll try but i'm too lazy to boot up TB right now
i'll write that down though

hollow laurel
#

heh

balmy thorn
#

Well damn, either that worked or it was me saving it as a different file and compiling it. Either way, it works now, thanks.

honest stag
#

for some reason textures can be fucky when they arent lit up

#

like mostly the are just flipped for no reason

balmy thorn
#

Strange

hollow laurel
#

huh

balmy thorn
#

Is this a reported issue with TB?

honest stag
#

not tb, dusk

#

probably

balmy thorn
#

ah

honest stag
#

i have no clue how this bug works lol

balmy thorn
#

Yeah, sounds odd.

#

I can't see any logical reason why.

mortal narwhal
#

use the keys wait and delay

honest stag
#

wait what

#

they use fucking wait and delay as keys for light?.

mortal narwhal
#

yup

honest stag
#

well that's news for me, damn

balmy thorn
#

Yeah

mortal narwhal
#

yeah idk why they named it that

honest stag
#

i'm saving that

#

thank you

mortal narwhal
#

:)

iron needle
#

wait what?

honest stag
#

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

iron needle
#

TB uses a delat key for light intensity???

honest stag
#

like delay 2 wait 5

mortal narwhal
#

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

honest stag
#

bootleg fullbright or something

#

for 1 room

mortal narwhal
#

just light

ancient depot
#

TB uses a delat key for light intensity???
Or rather, light.exe

#

What a weird detail though

mortal narwhal
#

along with the lava, with the light pointing down and a mangle 180

hollow laurel
#

huh

honest stag
#

Mangle does what again?

iron needle
#

@mortal narwhal wow that's weird

ancient depot
#

mangle is an x y z property for light direction

#

it's for spot lights

#

there's also _sunmangle for the directional light

honest stag
#

Oh gotcha thank you

spiral nexus
#

mangle sounds like a ligma-type-joke word to me

iron needle
#

@ancient depot hey something I always wondered... did og Quake support spotlights or was it just point lights?

ancient depot
#

not actually sure

#

I assume the presence of mangle means yes

iron needle
#

that's what I was figuring

ancient depot
#

Still have no idea what the "m" means

iron needle
#

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

ancient depot
#

I assume it means "magic" because that's the only thing said in the comments relating to it

iron needle
#

lol

#

MAGIC ANGLE

ancient depot
#

it's used in what's referred to as the "magic formula" and there's nothing else I could think of lmao

hollow laurel
#

sounds plausible, considering a pure-3d engine at the time was basically majick :p

shell escarp
#

maybe its mangling the lights

alpine depot
#

dark wizard John Carmack using his magic powers to create magical 3d magic angle lighting

#

absolute maniac

hollow laurel
#

well, yeah

#

considering the thing can even run on a 486

#

without fpu

#

and the game really wants to do floating point stuff

gritty forge
#

I'd kill for a Mod that Replaces Most of the OST with "What is Love" of Haddaway

onyx marten
#

Nah man this game needs some bjรถrk

gritty forge
#

Big John mod

small gate
#

Big Jรถrk

hollow laurel
#

bork

torpid sphinx
hollow laurel
#

AAAAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

#

takes breath

#

:p

#

well, learning experience :3

torpid agate
#

I forget how do you adjust jump pad power

torpid agate
#

Like whatโ€™s the property name?

ancient depot
#

amount

torpid agate
#

Ty lorde zombie

crystal lily
#

func_train ?

crystal lily
#

really dead in here

fringe nymph
#

some unknown files

crystal lily
#

Ask Zombie, he's looked at these

#

You think Im trying to give you a virus?

fringe nymph
#

why not

crystal lily
#

Literally why would I

#

Ask @ancient depot

honest stag
#

We already bought a virus for 20$

spiral nexus
#

Maybe virus were the friends we made along the way

ancient depot
spiral nexus
#

Splendid

torpid agate
#

Will that fluid hurt ? leonthink

#

The lava

spiral nexus
#

You can probably do that once trigger_hurt is supported

#

Unless Quake had some kind of special parameter for inflicting damage within fluids

honest stag
#

dude hell yeah

still raptor
#

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

gritty forge
#

lightmap = fixed

still raptor
#

not 100%

#

but getting there

ancient depot
#

we also fixed some textures (like dusk trees) randomly flipping

#

that was a dumb mistake on my part

still raptor
#

before

#

after

gritty forge
#

Thanks gamers very cool

honest stag
#

wait is that the bug somewhat related to the flipped textures thing?

#

or am i wrong here

ancient depot
#

unrelated

#

both are fixed though

gritty forge
#

Jesus

torpid agate
#

Huh. Apparently colored lighting works with quake 3 bsps as well. Didnโ€™t know that enjoy

ancient depot
#

Yup, Q3BSP lightmaps are truecolor just like Half-Life

torpid agate
#

Iโ€™m gonna use it to spotlight keys

onyx marten
#

is it possible to have an entity like a shower spawn activated ?

gritty forge
#

nope :(

honest stag
#

they said it's gonna be a thing tho

#

probably

gritty forge
#

@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();
    }
spiral nexus
#

Everyone would be replicating that moment with scientist drowning in the shower in Hazardous Course 2

ancient depot
#

yeah we'll add stuff like that to all of the props eventually

alpine depot
#

Hazardous Dusk 2

gritty forge
#

make the toilets flush

ancient depot
#

they should already do that

#

unless you mean on trigger

gritty forge
#

on trigger

ancient depot
#

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?

gritty forge
#

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

ancient depot
#

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

gritty forge
#

tbh you should probably keep the quake/hl combability in a separate mod when you figure out the scripting stuff

ancient depot
#

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

gritty forge
#

scientists being friendly
now I'm spooked

spiral nexus
#

STAHP

small gate
#

itll be a beautiful day when we can finally just spam ent_fire player ignite on dusk and have it work

ancient depot
#

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

honest stag
#

dialogue system in dusk

#

yes

small gate
#

mod it in โ„ข๏ธ

tall zenith
#

dialogue system leads to dating sim

#

dating sim leads to hdusk

small gate
#

mod THAT in โ„ข๏ธ

gritty forge
#

yeah theres a c# lib for that

small gate
#

it was made for night in the woods, which is an Unity game

gritty forge
#

I've actually used something like that in unity before

spiral nexus
#

Dusk dating sim

#

Stray Big John girl appears on your doorstep

gritty forge
#

Big John Love Shack is coming bois

onyx marten
#

I need a Fallout 2 - Dusk total conversion

gritty forge
#

Big Johns Love Shack theres your new map idea bois

fringe nymph
#

Hideous Dusktructor

gritty forge
#

reminder func_breakable can explode

#

Blyatination

spiral nexus
#

If we made Fallout conversion into Dusk Duskdude would only have intelligence of 1

#

he can only speak in HUP

viscid sinew
#

DUSK Spoils: ||he does scream NNNNNOOOOOO! when you flush yourself to the Ratacombs||

gritty forge
#

But that's amid evil boi

agile gust
#

anyone had problems with key_red_card not spawning where it should?

honest stag
#

i didnt but if you do, make a bit more space for it or make it higher

#

see if that helps

balmy thorn
#

Ugh, how do you rotate props again. The forklift spawns sideways again.

ancient depot
#

The angles property

#

It's an x y z value

balmy thorn
#

Didn't you do a hotfix for this ๐Ÿ˜„

ancient depot
#

Yes, the forklift shouldn't be on its side

balmy thorn
#

hmm

#

Maybe it's rebelling.

ancient depot
#

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

agile gust
#

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?

ancient depot
#

NBCLIP

agile gust
#

ty

balmy thorn
#

Nope, fresh placement.

#

Nothing added.

#

But the euler propery fixed the issue before the previous hotfix.

ancient depot
#

angles should do it then

#

try 90 0 0

#

or maybe -90 0 0 / 270 0 0

gritty forge
#

where can I download the patch for the game that adds the SDK?

#

or is it just out on steam right now

honest stag
#

Check pins

gritty forge
#

Oh, just steam

#

Ok

#

that's fine I just wanted to know

balmy thorn
#

I think you need to apply for the beta?

royal spear
#

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

balmy thorn
#

@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?

royal spear
#

support for func_vehicle 2020

balmy thorn
#

Arguably the most important feature.

agile gust
#

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

balmy thorn
#

Try placing it on normal ground/try another key entity type.

#

The editor is still a little janky.

agile gust
#

i am placing it on normal ground, but underneath that ground is water and its just glued to it

#

ill try isolating it

balmy thorn
#

Strange.

honest stag
#

try 0 90 0 angles

balmy thorn
gritty forge
#

yeet

balmy thorn
#

Anyone know why so many objects appear black?

#

Until you shine your flashlight on them that is.

gritty forge
#

hmm try lifting of the floor a little

#

they should use the light level of whatever the ground under them have

barren terrace
#

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

barren terrace
barren terrace
#

@ancient depot how do i use makewad? do i put inside the folder with the textures or outside it?

ancient depot
#

You can put it anywhere

#

It's a command-line tool that you supply file paths to

barren terrace
#

oh, it closes after a while so i thought it was automatic

ancient depot
#

nope

#

We should have our wiki up soon which we'll have proper docs and stuff on for makewad

gritty forge
#

Zombie normies don't know how to command line you know that