#dusk-modding

1 messages Β· Page 38 of 1

ancient depot
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I know feelsbadman

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It's better for most people to use stuff like HLTextureTools and TexMex anyway

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makewad is intended for automation, but can be convenient if you just want to shit out a wad from a folder full of images

barren terrace
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when i put in texturefoldername am i supposed to put the whole path or just the folder name?

ancient depot
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Both work

barren terrace
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are _ accepted?

ancient depot
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It supports relative and absolute paths

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So if the folder is in the same folder as the program, then just the folder name will work because it's a path relative to the exe

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And yes

barren terrace
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huh

ancient depot
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There's no character it deems "invalid" as of now

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Meaning you can use non-ASCII characters in the texture names, but don't expect tools designed for Quake to be able to handle those

barren terrace
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i'm using "makewad dev_textures palette.lmp dev_textures.wad:"

ancient depot
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that should work

barren terrace
ancient depot
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Is the exe inside the actual folder containing the textures instead of just outside of it?

barren terrace
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yes

ancient depot
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that's the problem then

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the structure should be

/
makewad.exe
palette.lmp
textures/
textures go here

barren terrace
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OH

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ok

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thanks will try that

ancient depot
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note that if you have them all in the folder

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doing makewad . palette.lmp dev_textures.wad will work instead

barren terrace
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alright

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thanks a lot

ancient depot
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np

barren terrace
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i didn't even though that starting cmd in a specific folder was a thing you could do

ancient depot
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It comes in handy

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You can do it with powershell too

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depending on your version of windows, if you ctrl+shift+right click in a folder, you'll get an option to open either CMD or PowerShell in that folder

barren terrace
ancient depot
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for the tutorial I just recommended typing cmd into the address bar, since the ctrl+shift+right click method can give you a different shell depending on your windows version

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less potential for confusion

barren terrace
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neat, should probably pack a txt with those instructions alongside it though since the ones on github are pretty daunting

ancient depot
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Yeah, the GitHub instructions are primarily developer-facing

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The wiki is where all the user-friendly info will go

barren terrace
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how far along are you guys in regards to the wiki

ancient depot
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It's in the process of being set up

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Hopefully gonna have it ready sometime over the week

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"ready" in the sense that there's the very basic information there

barren terrace
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ah neat, where will it be hosted?

ancient depot
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On our website, so likely newblood.games/wiki

barren terrace
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ok

spiral nexus
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I hate how Windows 10 has PowerShell by default when you open with sub-menu or shortcut

ancient depot
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PowerShell is overall a more useful tool, but CMD is more familiar to most

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You get access to all of .NET with PowerShell, which is great for writing scripts

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It's also needed for installing Chocolatey, which is mandatory for any Windows install imo (a Linux-style package manager)

spiral nexus
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I hate how need to mount programmes and stuff if you wanna use CMD programmes in PowerShell, when CMD will execute them by default if it is in the folder as the CMD is in

barren terrace
ancient depot
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You just need to put .\ before the program name if it's in the same folder

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.\program arg1 arg2 arg3...

barren terrace
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well i gotta eat folks see you later

ancient depot
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seeya

spiral nexus
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Have a nice meal

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cmd in general is so weird in Windows

ancient depot
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It has to hold onto a lot of weird 90s stuff for backwards compat

spiral nexus
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other than force deleting files cmd is completely useless for Windows itself, so it's main purpose is mainly for programmes without GUI it seems

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I think backwards compatibility is what bit Windows' ass in the long run, because it has become into this Frankenstein's monster of an operating system now

ancient depot
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Backwards compat is the ultimate vice

spiral nexus
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I have no idea what to think about Windows

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there are lots of things that piss me off about it and at the same time it does its job I guess

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to quote one famous creative director and CEO: it just works

tepid python
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is there currently a way to make clipbrushes in trenchbroom that works with dusk?

ancient depot
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Not yet

tepid python
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darn

ancient depot
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I'll try and get it in for the next patch

barren terrace
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just make straight tall walls for now

ancient depot
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Just a matter of making anything with a texture named clip invisible after all

tepid python
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i tried the clip from the prototype wad and ingame they were completely invisible but the player was also able to go through them, so i thought i was doing something wrong

still raptor
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backwards compat is the ultimate vice

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he says as he supports map formats from the 90s

alpine depot
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weird, for some reason the sdk beta reverted back to normal dusk

ancient depot
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he says as he supports map formats from the 90s
I am not a consistent person

small gate
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it's retro compatibility

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πŸ‘Œ

balmy thorn
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@ancient depot Is the fix for enemy pathing and doors in the near or distant future, you'd say?

ancient depot
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Dunno yet

balmy thorn
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aight

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@ancient depot Oh, I was meaning to ask you: in the campaign you can hear Leathernecks etc making idle sounds, will this be the case with custom levels as well once the sound has been fixed or will they remain silent until they spot you?

ancient depot
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It should be fixed

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Things should behave the same in custom maps as they do in the campaign

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If they don't, it's a bug

balmy thorn
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Alright πŸ‘

ancient depot
sly flicker
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Skelebones would be happy to hear this leonthink

balmy thorn
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Bless you Zombie space_love

sly flicker
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Actually there's probably some really cool map concepts you could probably do with the way dusk's underwater gameplay works as a matter of fact

balmy thorn
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Yeah, we got a nice little taste in Episode 3.

ancient depot
onyx marten
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Maybe I'm dumb but water worked for me?

iron needle
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@onyx marten func_water works, but vanilla Quake maps don't use func_water so they had to have water determined a different way

cosmic copper
onyx marten
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Oh ok

cosmic copper
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monster closet

onyx marten
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That's a nice way to use chomper

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Actually I'm not that fond of quake :(

small gate
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why does your map have a huge asshole in the middle

sturdy tide
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is that just water or liquids in general

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walking around on solid lava is an interesting experience

cosmic copper
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There are boneballs in there

iron needle
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@sturdy tide I'm gonna look at making lava and slime work also

sturdy tide
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nifty

small gate
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but is this mod compatible with brutal dusk?

sturdy tide
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it's compatible with toast.mod

balmy thorn
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@iron needle So water will now be transparent/moving like it did in Dusk?

iron needle
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func_water is unchanged so far

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This is just for Quake water that determines water/lava/etc based on texture

balmy thorn
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Ah 😦

crystal lily
opal estuary
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i need to figure out these modsWILDWOODY2

ancient depot
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Namely, the spawn flags

toxic forge
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func_breakable doesn't exist in vanilla Quake, it was added later in mods like Quoth, so you can't compare it to GoldSrc stuff

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also flags and kays won't match, because coder define them in QuakeC, so they could name them a,b,c and use flags starting from 8196 and up instead of 1

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also in different mods keys can be used for different stuff

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in Quoth:
dmg - The amount of damage each chunk of rubble should inflict when it hits. Default is no damage (as of Quoth 2.1).

in AD:
dmg - explosive radius damage (emits from center of func object)

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same key, different usage

ancient depot
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I figured that would be the case

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I have some ideas to get around it, but we'll see

toxic forge
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but in vanilla there is no func_breakable, and I doubt you'll support full AD/Quoth, so just make some most common implementation used in Quake mods

ancient depot
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It's currently based on GoldSrc, but I'd like to support AD & Quoth

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As I said I have some ideas, but I need to well, actually try them first

toxic forge
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AD has shit ton of entities + some logic stuff, I guess majority of maps will be broken without some AD specific stuff scripted in Dusk

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it will be pain in the ass

ancient depot
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I'm well aware, but it's not like everything hasn't been a pain in the ass already lmao

balmy thorn
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Can you list a few of the fixes/additions that'll be included in the next patch, if it's not too soon to tell πŸ˜‰

ancient depot
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just went through git and checked, I think the last few might already be in? I forget what revision the current patch is on

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func_plat implemented, func_platrot implemented as func_plat clone for now
support for water (textures beginning with * or !)
miscellaneous lightmap fixes
fixed non-lightmapped objects having their UVs flipped vertically
potentially fixed models turning completely white (unverified)
upgraded to unity 2020.1.0a18
removed "euler"
fixed monster_generic breaking map loads
bullet decals now appear on level geometry
trigger_counter objects are no longer visible
func_button can no longer erroneously link to a func_door
disabled achievements
added support for triggering entities when picking up items
fixed trigger_multiple being triggered several times by the player at once

honest stag
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F in chat for euler

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support for triggering entities when picking up items?
i guess it works by just giving an item a targer?

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target*

ancient depot
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yes

graceful hinge
ancient depot
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yoooo that looks cool as hell

honest stag
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hell yeah my man that looks awesome

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1.777 lights holy fuck that must have taken ages to compile

onyx marten
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I'll check it out, looks great

ancient depot
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hahaha, I like that you used the button trick

honest stag
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what's the button trick if i may ask

ancient depot
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having one button inside another so when you press it, it looks like the texture changes

honest stag
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Ohhhhh that's clever

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Imma steal that

ancient depot
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That was a very cool map, makes me wish we had music support already

spiral nexus
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once we'll be able to edit the UI textures, will png be the only supported format for replacements?

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I was thinking if it would be possible to have animated loading screens via gifs

sleek moat
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I have tried loading the dusk resource pack in with the map, and even ripping all the resources out of it and putting it in the same "mod" and it won't work
https://i.imgur.com/rwEWiHQ.png

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note that the sounds and enemy textures work fine even without doing all of that stuff (i.e. literally just a folder with a maps directory)

honest stag
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You have the palette file?

sleek moat
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probably not

honest stag
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Get the quake 1 one from quake wiki, drop it into the mod folder but outside of the map folder

sleek moat
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palette.lmp?

honest stag
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yis

sleek carbon
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do you still need to replace the entities file to fix the entities in the half life maps?

sleek moat
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yeah it's still not working

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oh, ok. Now it decided to work after I disabled/re-enabled and died

honest stag
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Replace the entities file?

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Nah you just need to type the names from the txt file as the entity names
They will be just sqares so cant know the scale sadly but still
Actually, func_bread made a custom fgd for them

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It's... Somewhere here

sleek moat
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I found where it mentioned this in the pins. if quake format maps require a special palette file that's not included with the mod, isn't that going to be problematic in the long term?

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Both from people not mentioning the quake format and/or not including it because they have a funky setup and either forgot or didn't realize

honest stag
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Well the sdk is still in an early stage

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Just being able to load maps is a blessing for me

sleek moat
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Yeah, it's pretty neat. I'm just worried about the future

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thanks for the help

honest stag
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np

sleek carbon
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where is the modding menu

honest stag
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In the main menu

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Like the main screen

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Is it not there for ya?

spiral nexus
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Make sure that you launched the SDK version of Dusk

sleek carbon
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is it not launched from the main one?

honest stag
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It's a beta branch - check the pins for password

sleek carbon
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I am on the beta branch

honest stag
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The one you unlock with the password?

sleek carbon
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yea

honest stag
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go into the local files - SDK folder and launch the dusk_win.bat

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that should do it if it doesnt launch from steam i suppose

agile gust
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can we still use euler to rotate enemies and such

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seems to be giving me problems

honest stag
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probably shouldnt since next patch removes it i guess

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use "angles"

agile gust
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alright thanks

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somehow i did angles 0 180 0, and euler 0 180 0, essentially spinning the guard and doing nothing

honest stag
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lol well at least you noticed

agile gust
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yeah, now there's a section in my map where you sneak up on a guard who's taking a shit

honest stag
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that sounds fucking great honestly

alpine depot
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lol reminds me of that scene in wolfenstein TNO when you kill a guy taking a leak

agile gust
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well with a little imagination i should say

honest stag
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i still cant fucking believe the 1.777 light things
i have 42 in a tiny map and it takes ages

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to compile

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did it take him like a full day to compile the map or something

balmy thorn
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@agile gust Getting some serious Goldeneye feels from that picture πŸ‘

agile gust
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the map is heavily inspired by dam and facility with a few liberties taken

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@honest stag that looks so ambitious what youre doing and i cant wait to see the result

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@honest stag that looks so ambitious what youre doing and i cant wait to see the result

honest stag
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my maps are all really tiny, like 2-5 minutes tiny
sadly i care about the atmosphere waaaaaaay more than gameplay

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so all enemies and weapons are a second thought

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but thank you

honest stag
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I wish i hade the patience like you to make big maps lol
That dam looked DAM impressive haha BIGJOHN

agile gust
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it looks a bit better than it did before like with the proper lighting

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fullbright hurts the eyes imo

cosmic copper
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is anyone else not able to load custom maps?

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it loads for a second on a black screen, then shows flavor text "ESCAPE", and just gets caught in an infinite loop with the "prepare thyself" and "press any key to enter the horror" both at the same time

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nevermind. the anomaly objects were the problem

agile gust
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ive had the escape screen of death a few times

spiral nexus
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that means the map loaded but there's no way to spawn anywhere @cosmic copper

agile gust
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can be caused by a bsp not compiling properly too

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if youre using hl1 compilers make sure there's no leaks in the map

spiral nexus
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there's no vis yet so leaks don't matter

agile gust
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they do matter with the compilers i'm using

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rad wont run properly

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with leaks in the map

spiral nexus
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iirc ZHLT should compile map anyway despite having leaks in it

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anyway it doesn't correlate to the problem BenjaGuy is having

agile gust
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he fixed it now anyways

onyx marten
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is it possible to replicate the basketball secret from dusk? @iron needle

iron needle
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not at the moment

acoustic hedge
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im using _color for the lights

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Does it matter what type of light entity they are?

hard pollen
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Coloured lights aren't supported in Quake format maps.

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Not sure if they're supported in HL format maps either but who knows.

acoustic hedge
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I played the half life maps and those lights are colored

still raptor
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so

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youre likely playing your map in a soureport

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which support .lit files

acoustic hedge
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oh, im using darkplaces

still raptor
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giving quake 1 colored lighting

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proper quake 1 does not have colored light

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that said, we will be supporting .lit files

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its just not ready yet

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however, if you compile your map for half life, your colored lights will work

acoustic hedge
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I'll try that. Thanks

graceful hinge
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@DarthZombie The button trick is a pain in the butt because you need to be stupid particular with the border texture, high risk of flicker :< Worth it though

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Oops Discord names have spaces @ancient depot herp

ancient depot
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Yeah, I can imagine

balmy thorn
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Will buttons be textures that change appearance when they are used like in HL or will they be entities?

ancient depot
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They're still entities in HL even when they only change appearance

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They just don't move

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To answer your question, I'll repeat this:

balmy thorn
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Yeah I meant textured func_buttons vs placeable entities

ancient depot
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The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc

balmy thorn
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Right

ancient depot
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We're going for a minimum of full entity-level compatibility (excluding enemies, for obvious reasons) between Half-Life and Quake

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Enemies will of course remain as aliases for Dusk enemies, and we'll probably release a "compatibility mod" later that adds Half-Life functionality to some of them to make the game beatable (for example, the Gonarch scripting in Xen won't work without that)

still raptor
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and way down the road if you felt like it, you COULD add quake and half life enemies

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but we cant do that because we cant distribute assets that dont belong to us

still raptor
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lol

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the context here is that theres basic support for some transparencies

ancient depot
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no this is actually proper support

still raptor
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some

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oh is it

ancient depot
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I decided to add support for rendermode

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not just func_detail

still raptor
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sweet

ancient depot
still raptor
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now you dont have to build fences out of brushes

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hooray

ancient depot
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renderamt is next

torpid agate
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That’s cool as hek

ancient depot
still raptor
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πŸ‘Œ

ancient depot
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lack of transparency has been bothering me so much

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so I'm glad to finally get this in

graceful hinge
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I embarked on a grand journey of 45 seconds to create those transparent ladders how dare you diminish my art

ancient depot
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hahahaha

graceful hinge
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windows are a gamechanger

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ditto water you can see into. Is that coming too?

ancient depot
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you should be able to do that now

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just use renderamt

graceful hinge
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i have no idea what that is sbeve shall look into it

ancient depot
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a value from 0-255 indicating transparency

alpine depot
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oh hell yeah transparency finally!

graceful hinge
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as a renderamt field in the entity?

ancient depot
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yes

graceful hinge
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Oh neato

ancient depot
graceful hinge
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πŸ‘Œ oh yis. I'll fix it up for the update

ancient depot
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we also support clip, skip and *waterskip now

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so you can fix underwater areas having "water walls"

graceful hinge
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oh thats a different procedure than just making the brush transparent?

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or does it do weird layering of the two?

ancient depot
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You make the sides of the brush *waterskip

graceful hinge
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I see 🧐

crystal lily
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(not on mydesktop right now) Are these changes live?

ancient depot
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nope

crystal lily
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Next week, probably?

ancient depot
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Likely sometime during the week

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Just implemented multisource, ||the Half-Life microwave now works as a result, and with that knowledge you might be able to infer some improvements to func_breakable πŸ˜‰ ||

alpine depot
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so it wasnt gordon who ruined dr. magnusson's casserole all along

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he was framed!

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dusk dude just brutally gibbed it

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this is probably the most exciting update yet, transparency and ||MICROWAVES||

honest stag
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did someone fuckin say transparency

crystal lily
cunning fulcrum
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When the sdk gets a little better, can someone make a demo editor for makeing tasses? That would be cool and the speedrunning community would appreciate it. 😚

torpid sphinx
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I just had a great idea where's the minecraft texture wad

balmy thorn
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Transparency?? Heck yes!

lament ore
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@ancient depot FUCK YEAH TRANSPARENCY

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Also did you notice that a lot of the texture names are too long to be used in a WAD3

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cuz that's a problemo

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Here's a WAD3 version of DUSK.WAD but if any of y'all use it you'll need to include this wad with the mod because some of the filenames are different due to the filename length limit

honest stag
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this means i can get some transparent shit right

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the wad3

balmy thorn
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Wondering the same. I don't think the patch that adds transparency is out yet though.

lament ore
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patch is not out yet

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but the render mode that enables transparency in Half-Life is supported now apparently

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Interesting patterns in the lightmap πŸ€”

still raptor
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youll be getting lightmap fixes too

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i assume youre mapping half life there?

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half life lightmaps had a pretty significant bug

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and those have mostly been fixed

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next patch

lament ore
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naisu. yea, hlbsp

honest stag
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Lightmap fixes? Is quake 1 included cuz i would like those

still raptor
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there were some changes to the q1 stuff yes, but the hl fixes are far more significant

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if you have specific examples of quake 1 lightmap issues please submit them here

honest stag
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1 moment

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there, on the thing's body

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it's a flat surface but has these weird shadow lines over it all the time

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i thought it was because of the details but they just dont fit

still raptor
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if you wouldnt mind, dm me the bsp, and the .map

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will help us troubleshoot any issues

ancient depot
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That may or may not be fixed, we'd need the bsp to try it yeah

honest stag
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dropped it to 500, do you need it?

ancient depot
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that would be appreciated

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@lament ore The long texture names thing has been known from the beginning yeah

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That's what causes some duplicates to appear

still raptor
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its fixed

honest stag
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awww yeaaaaaah

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nice

still raptor
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LMFAO

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as a side effect

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that blood is swimmable

ancient depot
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was about to mention that lmfao

honest stag
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fucking lol really?

ancient depot
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the texture names must start with either * or ! for that to happen

honest stag
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well i guess that's cool

still raptor
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well, not the blood on the body

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but the puddles you made

honest stag
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lol
is it moving now too?

ancient depot
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yeah

still raptor
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yeeep

honest stag
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oh that's cool

still raptor
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these puddles

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technically swimmable

ancient depot
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yeah you can noclip into them

honest stag
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hm they shouldnt be that shiny tho

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hey can you try pressing the sink button

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in the kitchen

ancient depot
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they go fullbright because they have the water shader

honest stag
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see if that blood flows

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i might change that to gore then

balmy thorn
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Will transparency will work with Quake maps after the patch?

ancient depot
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yes, I kept rendermode and renderamt enabled in the Quake behaviour mode

balmy thorn
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Sweet πŸ˜‰

ancient depot
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you can also use func_detail and friends for transparency

balmy thorn
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I don't think func_detail works in Quake maps, the closest thing I can find is func_wall?

ancient depot
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I mean func_detail_fence, etc

balmy thorn
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But I guess that goes under "friends" πŸ˜›

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Gotcha

ancient depot
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func_detail
func_detail_fence
func_detail_illusionary
func_detail_wall

balmy thorn
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Pretty much any brush based entity, yeah

honest stag
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..how about func_breakableπŸ‘€

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actual glass time?

ancient depot
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is that TB?

balmy thorn
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Yes

ancient depot
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maybe the detail brushes are missing from whatever fgd is in use

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they're extensions supported by ericw's compiler

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@honest stag you can use rendermode and renderamt on anything

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I posted a screenshot of the Half-Life windows with transparency

balmy thorn
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Yeah you are right πŸ‘ It wasn't included in the fgd.

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Switched to standard quake and it worked

honest stag
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ohhh alright alright then it's awesome

balmy thorn
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Can't wait to add actual fences etc.

still raptor
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you can just name it yourself anyways

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as long as its named correctly the compiler will make it work

balmy thorn
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mhm

lament ore
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@balmy thorn ericw's tools support func_detail iirc

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it's just not in the default quake fgd

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because it wasn't invented until Source (or Opposing Force?)

gritty forge
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is that like func_vehicle?

lament ore
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like func_vehicle in what way

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they do completely different things but they're both solid entities if that's what you mean

gritty forge
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im just being coy

honest stag
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iirc func_detail is just for removing needless calculations right

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Orrr

lament ore
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@honest stag are you familiar with how BSPs work

honest stag
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nope i have no clue

ancient depot
lament ore
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without going into too much detail, surfaces will subdivide other intersecting surfaces. if you do something like put a cylinder touching a flat floor, the cylinder is gonna split the floor surface up into a whole bunch of triangles

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so typically the cylinder would be made into a func_detail to avoid it breaking up the floor surface and generating unnecessary triangles

honest stag
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ah alright alright
So optimization?

lament ore
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it's an optimization thing, basically. iirc func_wall does the same thing (as a side effect) but it's the primary effect of func_detail

#

yea

gritty forge
#

Hi, any news when we can import new models and animations? more specifically weapons?

ancient depot
#

Later on, that needs some work
Likely next month or late this month

lament ore
#

nice

gritty forge
#

Awesome

honest stag
#

Woah that's soon

#

I thougt it would be like several months before that

#

Thought*

gritty forge
#

I wish I knew how to mod dusk so I could do dumb stuff, but my grasp of computers is very limited

honest stag
#

Might as well sink time into that now eh

gritty forge
#

I have too many projects I work on IRL unfortuneately

honest stag
#

Ah that is unfortunate

gritty forge
#

I'd love to be able to expand on the melee weapons and system

#

go full medieval

#

I just wanna see an M16A1 in dusk because uh v i e t n a m aesthetics

#

with an m203, complete with the boxy handguard?

#

perhaps

#

im more fond of the triangular handguard tbh

#

also just as cool, i was thinking of secondary fire though

#

if its ever possible that is

#

im sure it could be

#

mortar and sword have secondary functions, dont see why not

#

i dont know how dusk handles coding, but im sure its probably do-able

honest stag
#

Isnt scripting going to be on C?

#

Am i wrong here

gritty forge
#

tho a Colt 723 with M203 with the boxy heatshield would be dope af in dusk

lament ore
#

It will be in C but that's irrelevant to what will or won't be possible

gritty forge
#

anything that deals with code is like, voodoo magic

lament ore
#

What will be possible will depend on how many and how much of Dusk/Unity's systems will be exposed to us in scripting

#

@gritty forge it's not so bad. I am/was writing a transpiler a while back. Preddy fun

gritty forge
#

secondary fire and ammo counts have to be possible right?

#

well, when you are more "mechanically inclined" like myself, anything that deals with numbers kinda stumps me.

honest stag
#

Dont see why not

lament ore
#

@gritty forge I'm sure it probably will but like I said it'll depend on how much is exposed to us

gritty forge
#

then again, building ARs is easier then making a thing in BASIC or C

#

also hopefully reloading. I know its against everything dusk is, but i have a soft spot for it.

lament ore
#

For example: if we don't have any sort of access to the inputs and the function callbacks they trigger, secondary fire wouldn't be possible

ancient depot
#

It'd be a pretty lame SDK if you didn't have access to that lol

lament ore
#

Right I would assume we'd have that much at least lol

#

but there will be some limits to what we can do

gritty forge
#

either way, i cant code. I just want to model weapons, ill leave the implementation to other more intelligent people

still raptor
#

ultimately no there wont be overall

#

because it will be open source

#

via scripting yes you can only do so much

honest stag
#

Hard POG

still raptor
#

but eventually youll have the source files

#

so you can do whatever really

lament ore
#

ye speaking on scripting

#

So all of DUSK code is going open source? That's pretty sick. I thought it was just gonna be the "SDK bits" i.e. the BSP importers and such

still raptor
#

well

#

thats a loaded question

wooden pier
lament ore
#

Ah, I'll wait for official announcements, then :v

still raptor
#

the sort of plan is for the sdk to be a complete encompassing rewrite of the game

gritty forge
#

kinda simple, but neat

#

@wooden pier this is perfect

still raptor
#

as it currently stands, thats not the case

gritty forge
#

would fit in the game extremely well

still raptor
#

and there are parts of dusks code that cannot be open sourced as is

gritty forge
#

I feel like something a little more rustic looking would fit in as a revolver, but thats just my 2 cents

lament ore
#

Stuff from the asset store you can't distribute, no?

still raptor
#

pretty much just the save system

lament ore
#

hmm

still raptor
#

david used EasySave

gritty forge
#

@gritty forge something like a slightly rusty nagant revolver?

#

Does that mean saves are borked beyond repair

#

I was thinking more Single action army or Smith and Wesson Model 3

lament ore
#

@gritty forge no it means there's a $25 asset used in Dusk that they can't distribute

still raptor
#

also wow that revolver rules

gritty forge
#

maybe a colt walker for that B I G B O O M

#

Oh, rip

still raptor
#

no it just means that the SDK in order to be open sourced, will need to rewrite the save system

wooden pier
#

@gritty forge He also made a hook instead of a hand weapon, as I understand it.

lament ore
#

Surprised no other assets are used tbh

still raptor
#

there are some that exist in the project but ultimately didnt get used

lament ore
#

Ah

gritty forge
#

@wooden pier just clicked on his profile now and seen it, cant help but imagine DUSK with titanfall 2 grappling hook physics

wooden pier
#

Hell, I just loved the gun design in hunt showdown.

gritty forge
#

even though though that would horrendously break the main game

wooden pier
#

I'll probably start with static objects because I have no idea how to animate a weapon.

honest stag
#

Is it worth it to learn JACK if i'm comfy with TB?
Like is that better in the long run

lament ore
#

It's down to preference. There's not much that one can do that the other can't.

#

If you're comfy with TB you're probably fine staying with it

gritty forge
#

I think most DUSK weapons would be done relatively simply, none of them have moving parts besides the crossbow.

#

once I get the rank for image permissions, I have tons of reference images of firearms and I own a few myself if you need to learn something or need to model a specific thing

honest stag
#

Well i hope it won't hurt me later on lol

gritty forge
#

well the levers on the shotguns move IIRC

#

oh yeah, apologies i havnt played in a while

lament ore
#

@honest stag the only way it might hurt later is if you wanna use WAD3 or HLMDL stuff which isn't supported in TB (yet?)

gritty forge
#

id assume most of the animation is just positional though

still raptor
#

the slides on the pistols as well

#

and thats correct theyre all very basic transforms

honest stag
#

Wad3 isnt a thing for TB? for real?

gritty forge
#

like for low poly stuff, you dont really have to animate too much if its at a relatively fast frame rate

wooden pier
#

talking about it, models from the game in open source?

lament ore
#

WAD3 is Half-Life WAD format. TB's first priority is Quake. It supports the Valve .map format but not much else from Half-Life yet

#

there's been a lack of people working on it in TB

ancient depot
#

WAD3 originated from Q2 afaik

still raptor
#

the models will not be part of the open source

#

youll have access to them if you own the game

ancient depot
#

^

still raptor
#

and can freely use them in mods

#

but the open source license applies only to the code/project files

gritty forge
#

say for example, if one was to model and animate a pump action shotgun for dusk, only the pump would move independently of the entire model? (does dusk have shell casings?)

lament ore
#

@ancient depot did it? Idk about that. Doesn't TB support Q2? Also Wally lists WAD3 as the "Half-Life WAD" format and Wally was made for Quake stuff originally

ancient depot
#

I could be wrong

gritty forge
#

dusk has ejecting shells for the shotguns, pistols, and machinegun IIRC

honest stag
#

Fake ones arent they

#

Would be cool if they actuay dropped on the ground

#

Actually*

still raptor
#

that would be a pretty easy mod to make

gritty forge
#

pick them up and throw them

wooden pier
#

@still raptor I guess I was wrong. I was wondering if I could access them now by owning a copy of the game.

honest stag
#

Oh also the rife

gritty forge
#

ah I forgot about the hunting rifle

#

durr

honest stag
#

Rifle

gritty forge
#

once i upgrade from this archaic handmedown computer, im jumping straight onto modelling again.

still raptor
#

the models will be made available in an open format when theyve been properly exported, that process is still underway. so the only way to access them for now is to rip them from the game

#

various extractors for that are available

fringe nymph
gritty night
#

mood

honest stag
#

STOP

gritty forge
#

me after I fire 10 mags of .308 in my G3

fringe nymph
#

G3 rifle

#

oh boi

gritty forge
#

its a PTR-91 but its basically an american G3 copy made under license, but I digress.

wooden pier
#

should I wait for the export?

gritty forge
honest stag
#

Oooh looks good

fringe nymph
#

either way its just unpleasant rifle

gritty forge
#

I love my G3

#

so i think dusk weapons should be easy enough, despite the hiatus

#

then again, im a masochist lol

still raptor
#

thats up to you, really, depends on what you want to use them for]

#

nice shotgun

#

looks cool

gritty forge
#

a winchester 1897 would be dope in DUSK

#

it did end up fully textured and animated, but i havnt touched 3d in nearly 5 years

#

so i think dusk will be a good place to get started

wooden pier
#

Wow, I just finished my basic blender course πŸ˜…

honest stag
#

hey question, so textures starting with * are waters
what are textures that start with +?

#

do they change textures when activated?

#

since from what i see they are all buttons

ancient depot
#

buttons

#

+ textures aren't supported yet, but that is indeed what they're for

honest stag
#

alright gotcha thanks

gritty forge
#

this is so bad

#

gotta start somewhere

#

everythings SO SLOW

#

but yeah, im hoping thats enough to be able to put some cool new weapons and animations into dusk

wooden pier
#

I'd like to see the structure of the models, but I have no idea how to get them out of the game or what format they have.

#

I'm very, very new at this.

gritty forge
#

Id be interested in dissecting the current ones as well

#

seeing how its already done gives a good framework

still raptor
#

as some background they were done in blender, some of them are native .blends, and others are fbx

#

but when you get them, they will be neither

gritty forge
#

does unity alter the original meshes?

still raptor
#

.iqm and .mdl i believe are the two forms youll be getting? Correct me if im wrong @ancient depot

gritty forge
#

from blender i mean

ancient depot
#

.iqm first, with .mdl coming later

still raptor
#

yeah

#

there you have it

#

no, but some of the models got animated in unity

#

which was very very bad

#

and caused zombie here a LOT of trouble

#

lmfao

ancient depot
#

[horrible flashbacks]

gritty forge
#

ill be using blender for everything

still raptor
#

but that problem is sorted now

gritty forge
#

i cant acess my autodesk anymore because im poor

still raptor
#

blender is what i would suggest

#

autodesk i cant knowingly suggest because of their horrible formats

#

makes me want to die

wooden pier
#

It's the only program I know, but where do I start?

gritty forge
#

its just generally a terrifying set of programs

#

not good to start out with

#

@wooden pier my process is: concept/illustration, rough model, refined model, texture, then lighting

#

then animate

#

in a very broad nutshell, but honestly i have no idea what is best

wooden pier
#

lighting? Isn't it only used to preliminarily understand what the model will look like in a game with light sources?

gritty forge
#

yes i guess, im just being general.

#

dont get me wrong, most of my worked stopped at texturing

#

i could never get it looking right, i just modelled and animated

wooden pier
#

texture is another problem I need to deal with. I thought about drawing them by hand in aseprite, but maybe I should change the idea.

gritty forge
#

i know the textures are very pixelated, but id go with gimp and just paint low res textures and then scruff them up

#

i want to say like 200 or 300 pixels square

still raptor
#

krita is pretty good for textures as well

#

and its also free

wooden pier
#

Oh, I heard about krita recently, thanks, I'll take a closer look.

gritty forge
#

you could get away with sampling similar textures from irl or internet and again just lowresify them

#

or whatever the proper term is

#

downsample

#

i dont know lol

wooden pier
honest stag
#

alright, here's my 80% finished short map called bunker which i showed only in screenshots so far
i'm pretty proud of it so far but the final section is far from finished
would love to hear what you think tho before i call it "finished"

#

it has no level end trigger yet btw

gritty forge
#

@wooden pier what exactly are you struggling to "start" with? you said youd done a course so i assume you know at least some basics

#

I'd give it a go vriska but no idea how to import it, i havnt touched dusk for months

honest stag
#

there is a "how do i load maps" section in the pinned messages, but i suggest you dont go out of your way to play it lol

#

it's really short

gritty forge
#

i havnt got much else to do

honest stag
#

also

wooden pier
#

@gritty forge I made a basic course from Blender guru, and now I'd like to try a few more low poly courses, then just try to create something of my own. Anyway, thanks for the support.

honest stag
#

if you do play my map - i suggest you dont use the flashlight

#

it helps the mood a lot

#

and it's how i designed all the lights

#

with this in mind i mean

gritty forge
#

potato just get stuck in lad, make something simple like a sword or try and replicate the existing weapons to get a feel for it

#

stuff this low poly 'should' be pretty easy

#

vriska, already hit a roadblock no SDK folder, can i make one

wooden pier
#

this is a great idea

gritty forge
#

or do i need to update game

torpid agate
#

You need to opt into the beta

gritty forge
#

ah nice one

honest stag
#

yeah there's a password in the messages

#

pinned messages*

gritty forge
#

cheers, was just about to ask

#

vriska ill give you a buzz when im done

honest stag
#

ey thanks

#

you know if you could record it

gritty forge
#

i usually play on hard will i get rekt

honest stag
#

would be amazing

#

nah it's a very easy map tbh

gritty forge
#

okies

#

as for recording, my computer is worse than a toaster and ive only just managed to recover from a BSOD, so i cant risk it sorry

honest stag
#

lol no worries

gritty forge
#

ill give it a good run though

onyx marten
#

somehow the music didnt work for me on your map

honest stag
#

did ya read the readme?

onyx marten
#

yup

#

maybe i screwed up I'll check it

honest stag
#

basically you're replacing the sickle draw sound with a whole music track

#

so yeah it should be working

#

if it doesnt - whateva

onyx marten
#

yeah strangely it doesnt even tho i replaced it. that map has a cool atmosphere anyway

honest stag
#

awww oh well

onyx marten
#

nice attention to detail

honest stag
#

ey thanks

gritty forge
#

wheres the "modding Menu"

#

am i missing something

#

pretty sure all the files are in the right place

onyx marten
#

did u launch the dusk sdk version?

honest stag
#

you sure you launching the sdk?

gritty forge
#

nope

#

lol

honest stag
#

it should give you a prompt in steam to either launch the moddable thing ot normal dusk

#

if it doesnt you can go into local files - SDK folder and use the dusk_win.bat

onyx marten
#

are the 2 monsters in the bunker supposed to have their backs facing u?

gritty forge
#

i think being up since friday is starting to affect my brain

honest stag
#

which ones?

onyx marten
#

the soldier and the horror

gritty forge
#

i must be doing something wrong here, map isnt appearing

honest stag
#

yeah

#

you need to turn on the mod in the modding menu btw

#

if you didnt already

#

if you did also restart the game

gritty forge
#

no ive got it, im just being an idiot

honest stag
#

ah gotcha

gritty forge
#

didnt put it in mnt

honest stag
#

have fun for like 2 minutes lol

gritty forge
#

its fine

#

are the 2 grand wizards the end or is there more

honest stag
#

so far yes

#

the end

#

no level trigger yet

gritty forge
#

okay

#

one sec

#

im gonna tear into this hope you dont mind

#

just things off the top of my head while i was playing

#
  1. I found quite a few texture errors or misplacements, first area near the outside shotgun, and in the opposite corner but high up a random blood splatter and a few others.
honest stag
#

that's a bug with the game
fixed next patch :P

gritty forge
#
  1. the right hut when you start is pretty cool, but needs more things, then the left hut i found myself wanting the static rifle over the pistols
#

also the lever to open the gate wasnt obvious enough, i didnt struggle to find it but you said no flashlight. could dop with a light

#

i used the available candles as my light source

honest stag
#

i'll make the texture below it different, should work

#

nah it's like i intended for the level to be played with no light sourced from the player

#

sources* oof

gritty forge
#

also, the trees behind you as you start was like... uhh...

#

make it a fence or just a black void or something

honest stag
#

i was hoping to have the texture transparent but that's not a thing yet sadly

gritty forge
#

okay so thats first area, second area i found myself interacting with a lot of things i thought were interactable (glad the blood sink worked though)

honest stag
#

i wanted to make them interacable a lot of the time, it will be a thing with the next patch rolling out, like the fridge opening and microwave too

gritty forge
#

and i could not understand the placement of the first soldier, i feel with the bodies strewn around it would of been better to have the mouth-head enemy in there instead

#

yeah, i have no idea how much of this is limited by the current SDK, im just tellinbg you what went through my head as i played

honest stag
#

kinda very limited lol
as you noticed in the first hut func_door_rotating aint a thing yet

gritty forge
#

also, i kept getting stuck on the broken wall, make it wider

honest stag
#

'ight will do

gritty forge
#

yeah thats another thing, i dont like the doors shutting behind me

#

and now ive forgot the rest so im going to give it another run, gimme a min

honest stag
#

the gates will shut behind, but the door i hope will be a rotating one when it's possible

#

anything beyond the broken wall is very WIP

#

the last 20% of the work i guess

gritty forge
#

okay, empty room straight ahead of the lockers. i hate empty rooms

#

i was going to point out the button at the gate before the ladders but yeah reealised thats intentional

#

lol

#

another empty room (toilet with demon mirror

#

even a gold coin would help

honest stag
#

there's a secret there

gritty forge
#

oh okay

#

i was gonna ask if there were any secrets

honest stag
#

huge part of the wall sticks out

gritty forge
#

yeah got it, what about room after lockers

#

any secret there?

honest stag
#

nope, i thought it would just be a room for spook

gritty forge
#

nw

#

yeah the broken wall after the beds, it looks as if you should be able to walk through it, but its pretty tight

#

any more secrets?

#

im not very good for finding them tbh

honest stag
#

the shotgun behind the hut is supposed to be one but i lost the secret trigger

#

that's it

gritty forge
#

okay, i like the big michelin man on the wall, thats cool along with the little riveter shrine

#

the room is way too big for whats in it though

honest stag
#

ye i'm still working on that room

#

more to be added

gritty forge
#

i understand

#

i dont mean to be overly critical, just trying to give you more than "yeh is gud"

honest stag
#

i also have another a bit older map if you're interested, that one is 100% finished p. sure

gritty forge
#

yes give me that

#

can i also rip that one apart

honest stag
#

sadly a lot of it broke because i worked on it on the older sdk version and i'm struggling to find the latest version so gimme a moment

#

sure np

gritty forge
#

i want to climb the marshmallow mans spears n chains

#

like, something makes me want to go up there

wooden pier
#

how you add the video sbeve

honest stag
#

gotta get the rat rank
you'll get it with time

gritty forge
#

overall, its a good start to the level, and i understand its not finished, but the claustrophobic start is ruined by the last room. its a bit jarring

wooden pier
#

great map, by the way, I have no idea how long it took to do all this

honest stag
#

maybe you'll like the older one better then lol

gritty forge
#

keep the huge dead wall thing, use it for something cool maybe put the big opened crate afterwards

honest stag
#

20+ hours for sure

#

nah, 30+

#

older one took me almost 40

wooden pier
#

it was worth it

gritty forge
#

and shrink the area down, more caves than cavern

honest stag
#

i hope it's the right one :P

gritty forge
#

cheers

#

ill update you as i play this time

wooden pier
#

Mm, I'm on my way.

gritty forge
#

my short term memory is pretty bad

honest stag
#

keep in mind it was mostly done on the older branch so lighting is mostly screwed

#

candles were like the only reliable light source lol

#

so there's a lot of them

gritty forge
#

ok nw

#

right i managed to fall out the map in the first room going for the super shotgun, plus you can see the skybox a lot around it. i also got really distracted climbing up the demons face thinking there might be something up there, there wasnt. Id get rid of the broken shotgun room and put it on top of the demon decoration

#

i like "behind start" secrets so props for that

#

the general look and feel of the church is great, can see a lot of effort went into it

honest stag
#

how did ya manage to drop out of the map i made the box around it lol

gritty forge
#

but the enemies all facing away sorta spoiled it

#

i did put some effort into getting out

#

lol

honest stag
#

i hope you found how to progress the level btw

gritty forge
#

anyway, coming through a big portal like that into i church, id imagine a sermon to be in process, so more enemies gunning at you straight away,

#

i actually havnt gone down the pit yet, i got distracted climbing the demons face lol

honest stag
#

ah gotcha

gritty forge
#

i carry on now

#

also, no normal front door for church

honest stag
#

man i forgot to add a lot not that i look back
thank god it's my 3rd ever made map for anything so i can use that as an excute

wooden pier
honest stag
#

excuse*

wooden pier
honest stag
#

ah the freezer
i like it too

#

also

#

try the top button on the vending machine

#

it works

#

gives a beer lol

gritty forge
#

okay dropping to the bottom of the ladders, its a cool room, made me think of ravenholm from half life

#

but then bare corridor

honest stag
#

i dont really think underground stone passageways have a lot of detail tbh
but i'll keep in mind

gritty forge
#

again, prison cell looks great. but ruined by the fact mouth-head just stares at you through the bars, allowing you to shoot him with ease

#

yeah as for that corridor, maybe line it with shelves filled with the candles and maybe some skulls

honest stag
#

pretty sure i deleted him wut
i must have linked the wrong version again god damnit

gritty forge
#

im trying not to sound to harsh apologies if thats how this comes across

honest stag
#

nah it's fine

#

'ight so if the guy is still there - i have no clue which version have i linked but it should still work

gritty forge
#

also the door is uneccarily large. Id put that enemy in the first cell so he jumps you as you walk in

#

i can hear a rat crawling round but cant find it

honest stag
#

some things i changed in the later version(s)
3 last rooms' doors and end level trigger

#

that's caused by a bug where entities cant really spawn in small spaces sadly

gritty forge
#

aw can you link me the later version

honest stag
#

for now i keep it there

#

i cant find it lol sorry

#

but nothing changed mostly

#

it should still work

#

i changed the details on like 3-4 things

gritty forge
#

okay ill carry on, mouthheads toilet is facing the wrong way too

ancient depot
#

that's caused by a bug where entities cant really spawn in small spaces sadly
Yeah that's a navmesh thing, we could probably fix it by tweaking the navmesh tile size

honest stag
#

the toilets obv should be facing the right way but i guess this is a version where i still havent made the "angles" thing instead of "euler"

gritty forge
#

going into the little tunnel from the cell is fine, but getting ambushed at the top doesnt really work. soon as i heard the enemies start up i immedietly jumped back down the ladders.

#

and couldnt really do much

#

a strange combo of enemies, i would of had a single powerful one behind the bar or something for a room that small and cluttered

honest stag
#

there's supposed to be 2 leathernecks and a cultist, but i used quake enemies instead of the dusk entites since they are replaced by dusk enemies in-game anyway
but now some quake enemies are replaced by different ones from dusk

#

and now there's a goat lol

gritty forge
#

okay, bare in mind i have never used the SDK, just commenting on what i see

#

i like the bar, meat room (johns head got a giggle) and the sacrifice room, all look cool.

#

the leatherneck ambush in the sacrifice room was good

#

and i like the lawnmower, reminded me of L4D

honest stag
#

it's the Dead Alive reference, but since L4D used it i guess it's a L4D reference too lol

gritty forge
#

dead alive?

honest stag
#

yes

gritty forge
#

either way im heading through the sun door

#

what is that

#

a game or level?

honest stag
#

movie

gritty forge
#

oh

#

ill check that out later

#

okay, after lawnmower room, i noticed the knights and backed up round the corner, only to realise they wouldnt come through. i shot them with impunity through the door, made a run for the ammo half way through and went back in. only to notice the door shut behind me. i am now trapped in here

#

i restart now and give it another go, silly me for not saving

honest stag
#

this door has a huge wait value in later versions :P

#

saves dont work in maps right now

#

any maps

ancient depot
#

saving doesnt work in custom levels ri-- yeah

honest stag
gritty forge
#

oh

ancient depot
#

cursed mobile keyboard being slower to type on than a real keyboard

gritty forge
#

going back to doors shutting anyway... why?

honest stag
#

alright i'll explain

#

the doors are activated my a trigger_once because i want the quake shit where you approach a door and it opens
i didnt know that trigger_multiple exists when i made that map
when a door is opened by a trigger it cant be opened by using it
so instead i just set the wait value very high in later versions

#

by a*

#

trigger_once works.. well only once

#

trigger_multiple can be used multiple times

#

why i wanted the doors opening quake style - it's easier to make it a 2-door-gate that opens both doors at one

ancient depot
#

if 2 doors touch they'll automatically link into a double door

honest stag
#

making it a manual touch thing would result in 2 doors opening with 2 touches

#

didnt work for me :P

#

my older map crash has that

ancient depot
#

probably weren't close enough

#

its finicky

honest stag
#

i carved them from 1 brush though

ancient depot
#

later I wanna add explicit linking which Source added afaik

#

so you can force two doors to link

honest stag
#

oh that would be great honestly

gritty forge
#

okay, finished the level

#

again did i miss any secrets

honest stag
#

heyyy it's the finishable version lol

#

well there is one in the lava pit

gritty forge
#

im really bad at finding them

#

oh well i avoided that for obvious reasons

honest stag
#

one is in the sticking out wall in the bare tunnel

gritty forge
#

yeah i tried that and nothing happened, i was goona say your walls arnt lined up right

honest stag
#

hm? really? didnt work?

#

that's odd

gritty forge
#

might be me dont sweat it

#

i gave it like half a seconds attention

#

overall, the look and atmosphere of your levels is great, but the general design and flow is lacking somewhat

#

the enemy and item placement needs work

honest stag
#

any combat design and flow are a very second thought to me right now
i only made 4 maps in my life lol
so far i'm mostly figuring out how to make things looks nice

gritty forge
#

although i liked the super shotgun behind the bar, more thematic choices like that plz

honest stag
#

combat design is a big deal so i'll learn it later

gritty forge
#

yeah i would of approached it the other way round

#

BUT

honest stag
#

oof i have 2 more maps but god they suck ass
i was still struggling with tools a lot back then

gritty forge
#

you are good at making things look nice

honest stag
#

well i guess that's good lol

#

thanks for playin man

gritty forge
#

im an old school gamer, gameplay is most important to me, i like flow and everything feeling tight

#

never been bothered about looks too much

#

if that makes any sense at all, probably could of worded that better

honest stag
#

doom 2 and duke nukem 3d gave me a very good lession
i like doom 2 more as a game but levels - duke 3d any time
all the small interactive shit and levels mostly looking like real places really got me

#

and i dont even like duke's gameplay that much

#

while doom 2's levels made me puke and barely finish the game even tho the combat is godlike

gritty forge
#

just a point, we have a super shotgun in the secret area, but the one behind the bar makes it redundant. maybe chuck everything in that room out and have a scarecrow behind the bar

honest stag
#

yeah scarecrow there would make for a good style choice lol

onyx marten
#

would yall like to check out my mostly finished new map?

gritty forge
#

and i could not find that damn rat anywhere

#

yes

honest stag
#

holl yea me man

gritty forge
#

gimme

#

no mercy though

onyx marten
#

i dont want any mercy

gritty forge
#

good

onyx marten
#

lighting is a bit weird in some places

gritty forge
#

yeah so vriska, overall i would suggest to focus on the feel of the levels, then the look.

#

imo

#

by feel i mean improve you "level design"

honest stag
#

eh i could not stand a level that plays well but looks bad so i guess it's preference mostly

gritty forge
#

coffin was cool, thumbs up for that

onyx marten
honest stag
#

ey thanks
the coffin room was actually a part of a scrapped map

onyx marten
#

is your bunker map mostly finished or will u add more later?

honest stag
#

mostly done, last room is WIP

#

no level end trigger either

onyx marten
#

i think focussing on the look and atmosphere is good at the beginning but I'd add a big action setpiece at the end

honest stag
#

it's kind of what bunker is going to be

gritty forge
#

oh man ive just reached 48 hours awake woohoo

onyx marten
#

cuz as an introduction it builds nice tension

honest stag
#

gotta hit the bed come on now

onyx marten
#

lol why tho

gritty forge
#

multiple reasons that arent appropriate for chat

#

but im good

#

onto your level now poolboy

onyx marten
#

alright then

honest stag
#

dooood this looks awesome
i love the bricks sticking out and the hospital too

#

i think there's a bit too many streelights though

#

streetlights*

gritty forge
#

okay, just off the top of my head while im playing. coming out the hospital is cool, great first area although the enemy placement is a little odd, i would of had a grand wizard behind the fountain facing away from you, down below with a larger group of wizards "worshipping him". I also noticed the guards before they ambushed me

onyx marten
#

thank you, yeah im not sure about the streetlights either

gritty forge
#

the little hole in the fence used for anything?

onyx marten
#

where the street is fucked up?

honest stag
#

yes

#

break it

gritty forge
#

seems empty beyond it

honest stag
#

also

onyx marten
#

theres just a pistol

honest stag
#

are there any keys?

gritty forge
#

since when is there breakable walls?

honest stag
#

i cant find any

onyx marten
#

yup

gritty forge
#

jesus im so bad with secrets

honest stag
#

alright gotcha i'll look more

#

found it

gritty forge
#

only minor but stick some trees in that secret area

honest stag
#

dude i love the fire exit lol wow

onyx marten
#

the one with the breakable fence? yeah that really looks empty

honest stag
#

and the room

onyx marten
#

lol thanks

honest stag
#

also have you made the workaround trick with the key or another way

#

to spawn in stuff

#

cuz they really spawn in quickly

ancient depot
#

yooo this map is cool as hell

onyx marten
#

yeah the key triggers a door that pushes em into trigger_teleporters

#

thanks man

gritty forge
#

do the doors on the houses open at all?

onyx marten
#

mostly not

ancient depot
#

these are Blood textures right?

onyx marten
#

yup

gritty forge
#

and is there any more breakable walls, i honestly did not know you could dop that without explosives

honest stag
#

lol np, i knew that the trick would be useful somewhere

onyx marten
#

umm i think there are no breakable walls anymore

#

not sure actually

gritty forge
#

okay, fire escape was awesome. but provided way to much cover from the rooftop enemies

onyx marten
#

that trick is great

gritty forge
#

i just kept hopping and popping

honest stag
#

DUDE THAT FIGHT WAS AWEOME

#

probably spoilers

#

shit

onyx marten
#

yeah, i dont know how tall stuff between u and enemies can be lol

honest stag
#

also hey uhhh

#

i didnt get to pick up the key lol

#

teleported before that

#

oh wait

#

OOHHHH

onyx marten
#

yeah youre not supposed to. when its possible i'll add that andrew hulshult laugh there

honest stag
#

you sneaky bastard lol

onyx marten
#

hehe

gritty forge
#

okay, yellow key room, the ambush felt cheap, and the secret room wasnt really secret. i would of had enemies gaurding the key make the bookcase interactable for the secret, with more enimies inside

#

and now my spelling is deteriating nice

#

nice couch

onyx marten
#

lol

#

the couch is the best i ever created

honest stag
#

can you progress after the red key pickup?

onyx marten
#

what u mean interactable bookcase

#

yeah, did u get to the room with the blue key?

honest stag
#

uhhh 1 sec

onyx marten
#

its in the lower floor of that building

gritty forge
#

is there anything on the substation rooftop? anyway to actuall get in this building maybe? that random brick wall feels like it should be a rooftop entrance

honest stag
#

ah hm wait

gritty forge
#

the one with the soldiers and flamer

honest stag
#

oh

#

OHHHHH

#

wtf how

#

wait what

#

ok i'm a dumbass

onyx marten
#

no, on the roof is just that weapon

honest stag
#

i thought you pulled some insane surreal geometry there for a second

onyx marten
#

lol what u mean?

gritty forge
#

okay i fell of the substation roof and was greeted with a large panel that i can only assume is missing its texture

#

i was trying to get back to the fire escape

onyx marten
#

ummm

gritty forge
#

too many streetlights

onyx marten
#

u fell near that fire escape? or to the side with the empty secret?

honest stag
#

that was so fucking cool wow
dude i wish i had the patience to make long maps like that

#

seriously how long did that take you

onyx marten
#

i dont really have that patience either i just got waay too much time on my hands. i dont know

honest stag
#

i was kinda like "no way there's gonna be MORE rooms with cool details"

gritty forge
#

opposite red key door, past the fence

honest stag
#

8 secrets jesus

#

i found 2

onyx marten
#

no there just isnt anything

honest stag
#

for real that was top notch
and its the second map wow

gritty forge
#

can you explain what the grey and white bars are? on the wall? missing texture?

onyx marten
#

id guess 24 hours or something? but im kinda talkin outta my ass here

#

thank u

#

where?

gritty forge
#

hold on i screenshot

honest stag
#

wow damn
i spent more time on church and had way shorter and worse results

onyx marten
#

its also supposed to directly follow the hospital map

gritty forge