#dusk-modding
1 messages · Page 43 of 1
its a bios feature
that for one, can be turned off
and two, isnt required
dell can easily write it out of their bios
The extinguish part might not be -that- drastic but they're gonna try something eventually :v
its really only for the sticker anyways
Remember when Microsoft (through puppet company SCO) tried suing Linux vendors claiming they owned the rights to Unix and Linux infringes on those rights
you can still distribute pcs with windows installed
you just wont have the certification
Ah, that's good at least
granted, thats a big deal to vendors
so you likely will just sink if you dont meet cert
especially because intel and microsoft are in bed togeter
thankfully amd has made some strides
Thank God AMD hit it out of the park with Zen
i wouldnt go that far
but they did well
it took them 15 years to figure zen out, hardly hitting it out of the park
i literally remember them talking about it in like 2006
While that's true, when Zen came out it competed with Intel's current offerings, not Intel's offerings from 15 years ago
yeah
And Zen 2 and soon Zen 3 continue to offer an arguably better deal than Intel's offerings
thats the important part, is they were able to create 2 and 3
a lot of ceos wouldve canned the project after it launching to middling success after 15 years of R&d
but they stuck to their guns and i have respect for that
things are going to get worse for intel as well
for :^) reasons
With all those security flaws yeah lmao
I'd be surprised if every major corporation and government entity WASN'T considering jumping ship from Intel to AMD after the last two years of back to back major security vulnerabilities
Intel's new fandangled GPU doesn't seem like it's gonna be good.
Intel definitely isn't short for intelligence
I wouldn't expect their first dGPU to be great anyway. It'll take a gen or two before they make a decent one
Intel definitely isn't short for intelligence
amd racks a .45 before turning to intel
"YOU ARE NOT AN INTELLECTUAL, YOU'RE A FAKE AND A FRAUD--"
I'd like there to be more GPU competition in the same what I'd like more decent 3D game engines that're available for license, but that kinda requires the competition to be, decent.
ill just say , the show isnt over when it comes to that stuff lol
I'd like to see some GPUs made specifically for eGPU usage. Imagine if instead of a thick ass base station that needs external power, you could carry around something the size of maybe a thick journal that was powered over TB3 exclusively
Obviously you still wouldn't use it off the charger but that'd be sweet as fuck for laptop users
I hate buying laptops with internal dgpus
why isnt there a laptop dpgu as an egpu
Exactly!
like take the 1060max q
and put it in a case the size of one of those old external slim cd drives
That'd be awesome
youd sell a bunch of those man
The first component in a laptop to become outdated is the dedicated GPU, AND it makes the laptop thicker and noisier to accommodate the needed cooling.
its an all in one solution
the customer doesnt have to think about chosing a gpu
and theyre much more likely to buy if they can use it on the go
you arent gonna carry a Razer Core around
It'd be sweet if they could magnetically snap onto the back of the lid too
But that might be doin too much lol
i love magnetic monts man
mounts*
especially when the data connectors are involved too
When I was in school I used to Velcro my external hard drive to my laptop lid lmfao
thats an advanced technique
Oh yeah at CES2020 Intel announced Thunderbolt 4 and it's supposedly gonna have double the bandwidth of 3
Which means it should even have enough bandwidth for eGPUs to perform well on the internal screen
Why Nvidia and AMD or even Intel are apparently not jumping on this potential eGPU market I do not know
And it's like, the largest laptop demographic with TB3 is Mac users
Who are known to spend oodles of money
Yeah I love egpus in my dusk
the swedish hacker is online
Maybe it's because TB is niche on Windows and Windows is king for gaming
the most popular windows laptop is the xps 13 and it has tb3
so idk what the deal is
That message is amusing with the channel context
Anyone else imagine the alternate timeline where Microsoft didn't buy Bungie from Apple, so Halo came out on the Mac like originally planned
Imagine an alternate timeline where Marathon wasn't a dead IP
well, i dont think apple was offering them enough money to make the halo they wanted
so i probably dont want that timeline
That's true but I just like to imagine a future where PC gaming is dominant on a decent OS
that'd be a great timeline
ill accept that if that timeline includes apple actually making changes to encourage games
Still patiently waiting for ReactOS
because as is its incredibly painful
marathon was infinitely more interesting than halo to me
and yeah marathon was sick
i only played it for the first time like a year ago
but i enjoyed myself
strife is the best doom clone btw
agree
Dusk is a close second 
plot twist: dusk is a quake clone
plot twist: they’re all Wolfenstein clones 
plot twist: wolfenstein and co are all maze war clones
finally making some progress on more complex doors jesus
needs tweakng but at least i got it to work
i wish we had door sounds
this isnt a door on touch btw
opens when approached
maybe i'll make the bottom parts of the gate spiky
I feel like those should open downwards
that sounds weird tbh
i added spikes and made them move halfway
im glad to see people figured out how to make their maps not pitch black lol
eyyyy it was thanks to you
hopefully it will only get better over time
we sitll technically dont have the lightmaps perfect etc
but dumping more time into it in its current state would block progress in other areas
it looks even better with colored sunlight
it will likely all be sorted when we circle back to take care of light styles
because thats the final stage of lightmap complexity
zombie has some cool ideas of changes to lightmaps as well
Kinda later here, but I've played all the Marathon games
@still raptor parenting when
time to save my settings lol
Will monsters be able to walk through doors too?
OH YEAH
@ancient depot PLEASE PAPA MAY WE HAVE A FUNC_CLIP BRUSH
WHERE WE CAN, THROUGH FLAGS, INDIVIDUALLY DECIDE IF PLAYERS, MONSTERS, OR PROPS MAY PASS THROUGH
In Quake/HL the best we have is a clip-textured brush that blocks both monsters and players but only blocking monsters can be extremely useful for gating
And only blocking props can be useful for physics puzzles
It'd also be cool if we could make trigger_once/trigger_multiple be triggered by props (especially specific props) for the purpose of physics puzzles
e.g. maybe a property like "Props that can trigger" that when not empty allows props with that name to trigger it
And/or a flag like "Props can trigger" that allows any prop to trigger it
I shall consider this request
there should be an update for jusk soon
in a week or so
e3m4 is going to be interesting :)
Why the fug not daily updates
are clip brushes working atm? and if so, how?
https://media.discordapp.net/attachments/286451948188860416/671650688853475328/unknown.png why do i make these textures more scary
It's your destiny
Reminder you can make dusk maps with kingpin textures

What if I don't like kingpin?
What can i texture with?
No Q2 please
half life
backport source textures maybe?
I have created a wad with bunch of HL2 textures
or idk create Minecraft map like bruh
Yeah tbh
@ancient depot Are skip textures supposed to not have collision? Is this a feature that will stay?
Yes
the skip texture is used with hint texture, together they aid vis how to cut visleaves
tl;dr: map optimization
@mortal narwhal They're supposed to just be invisible, but solid
@still raptor https://www.youtube.com/watch?v=wUaDpq8Seqk
water bug
using !watertex as a texture for it
water is tied to texture or brush type?
you have to have ! or * in front of the texture to be considered water
so watertex has to be !watertex/*watertex
im not sure if its implemented yet
@ancient depot
Okay so
The * and ! thing only changes the texture drawing mode
If your map compiler doesn't recognize it, then it still won't be recognized as water because it doesn't have water-typed BSP leaves
Is this a Quake 1 or Half-Life BSP map?
@acoustic hedge
Quake
np
alternatively you could just use func water right?
yeah
i recently had a problem where i had a func_water brush with a *watertexture and it was invisible ingame
but only some brushes for some reason
Reminder you can make dusk maps with kingpin textures
Please do this. Kingpin textures are literally the best part of that game lol
xd
@fringe nymph basically yeah
cool
ive never played kingpin loc it looks like a good idea but clumsy executed
i didnt know it has that poor reputation
and im not sure use of id tech 2 with md2 models was the brightest idea for fps with rpg elements
I will admit kingpin is not good but I enjoy it and find it charming for whatever reason
if only you could load SiN maps into dusk 😢
big john mod hype
It's not the worst thing ever, it's just really flawed and the combat doesn't feel great. Also the stealth bits near the beginning are awful
It's a very pretty game though. The texture work is great.
Very helpful for struggling modders 😃

whoa func_breakable can spawn scarecrows? 👀
That's a pretty clever way to implement the scarecrow traps @iron needle
Good job 👍
Wait it can? lol
apparently...?
I think that's the scarecrow death particles
oh. is the scarecrow trap a spawnflag on monster_scarecrow or something?
Spawn 10 scarecrows
For top enjoyments
Monster_scarecrow_post?
possibly I dunno
just looked and it is called monster_scarecrow_post
don't get why that ain't just a spawnflag but w/e
is it gonna be possible in the future for enemies to sort of have a patrol route when triggered or something, itd be cool to show off a bunch of soldiers marching to a location in the distance
it could be cool if enemies wouldn't get startled when you appear in their fov after shoting once
I think I heard once that if it's in Quake, it'll most likely be in Dusk
wait can you set an enemy's health manually to -1 and make them invincible that way
You could try skyrocketing their health by putting a trigger_hurt around them and setting the damage to a negative value
That gives me a bit of an idea for a boss
don't get why that ain't just a spawnflag but w/e because it's a separate object in the game
Opposing force enemies support for dusk when ?
were there are new enemies in Opposing Force?
A few
I haven't played that in years so I don't remember honestly
right
Species X
Race X!
That’s it
I meant individual names but ok
Well, there's the shock trooper... and the shock trooper's bug gun, and...
...and spiky jim, uh, and...
The big worm
Voltigore
There was that one massive energy beast in the sewers
Don’t forget cockroach2
There was also Black Ops (male)
which were just hecu for hecu
Yes and special hecus
The most iconic HL enemy
Medic
well those were allies
Baby voltigore ?
Opposing Forces added info_target which is all that matters
@iron needle @gritty forge if you want a funk_breakable to spawn a monster, just target a monster maker or a teleport on death once those things are implemented.
downloaded maps go into Dusk\SDK\mnt\local
yeah
oh god i am stupid as hell
check the pins
steam beta code? oh ok is that like an opt in beta in the settings?
yeah right click on dusk in your steam library and go to properties to find the betas tab
oohatinmybarn didnt work as a code maybe i did something wrong
oh yeah
it's oohatinybarn
lets see if this map loads now
ok i managed to mess this up as well
i have access to sdk, and i have the folders, do i still need to actually download the sdk after opting in?
if you selected the sdk in the betas tab it should just automatically download
ok its finally downloading fam
yes you do
ur a map
am i not supposed to have the map bsp in maps?
ok nothing i do lets the content show up
Pinned messages have precise instructions
Remember to enable your mod in "modding" tab in game so you could select your map
i followed them, and just lead to another folder thats "empty"
and yes i am enabling them
ill try something different
Also remember to relaunch your game if you made any changes to files or folders within the SDK, the "hot swapping" doesn't always work
yeah relaunching now after i added way too many filepaths
one of em has to work
finally
fi nuh leeee
and now i boing
and now i am out of rivets
and i forgot the command or whatever to give ammo
nbkfa
how do i give water the flowing texture? also all water looks static, not wavey
pretty sure all dusk water is static anyway
it has an effect to make it look moving
a wavey effect
not the way you place it. the texture
there aren't really any animated textures in dusk, from what I remember
they may just not be implemented yet
i got the water to be like that before.
it's fun! collisions a bit jank though
could also use some engine and driving sounds to make it feel fast, and ah that's what I figured
Well yeah that stuff will come later, it's just an early prototype atm :v
nice lol
@acoustic hedge use a texture prefixed with !
If you use my WAD3 the water textures are named properly
just keep in mind if you use this you need to distribute it with your mod unlike the official dusk.wad
while we're sharing games here's a project i'm working on for a school competition
it's super janky and the sounds are broken because github hates me
but they're just ripped from quake 3 anyway
also
wait how do I upload an image to discord
@alpine jolt I won’t harp on you cause you are new here but try to keep your personal projects to #general-modding
got it sorry
Sa’ll good
also yeah you illustrate a good point
i think as it is we would prefer mod.io be the one people use because moddb is outdated, discord sucks , reddit is.....reddit
and workshop isnt ready yet
to be fair, the only "official" channel we've put out so far for mods is mod.io
the rest has largely been community-handled
I'm just kidding, mod.io works great
Though I think the convenience of the steam workshop will make it the favorite once it comes out
yeah workshop will be #1
but mod.io is slick
moddb is a thing that exists
anything else is out of our hands
whats gonna be MOD 25 on http://DUSKMods.com ???????
hopefully nuts.wad
honestly shocked nobody's done that yet
Rip vriskas pc
I can't wait for custom weapons in dusk
As amazing as this game is. I wish there were some more unique selections
alright i think nuts.wad is done
yeah took me about 15 minutes
well it's not really nuts, just a shitty knock off
lol
i have like 3 fps on my map now
holy shit
i made a mistake
no, you did nuts.bsp
UPLOAD IT
i hope it has doom textures
Duts
there are 4500 enemies on the map
good fucking luck
lemme fix something
and then you can destroy your pc
Will they be able to make mods such as new enemies and weapons
eventually yes
nuts are uploading
i dare anyone to beat this
without cheats
i cant fucking believe this lol
i was hoping someone else made it
but it has to be someone
it takes a while to load
because it's nuts.wad

when you make it
well yeah textures can already be replaced so uhh like 30% of hdusk is in your hands
it runs so bad it breaks camera tilt
yes
my computer is dying thanks lol
Still needs more time for release I can't change some other sounds such as leatherneck and mage quotes .So waiting for SDK's official release.
I'm making a half life and opposing force sounds mod
oh this is pretty cool
it should be STAHP
and the death sound "NOOO"
Okay I will change it
Yeah
I created this map from oblige 4.28 (map generator)
Created in Quake and ported to dusk
oh man this map fucked up my pc in cero miedo difficulty because in cero miedo there is 2400 total enemyin map
From oblige
Obliged Nuts
is this a quake map?
like was this made from scratch for dusk or a quake map ported to dusk
Yes this is quake map
Scientists Idle sounds are Do you know who ate all the donuts
Vriska I can't wait to play that nuts map dude
...i'm so mad at the fact that people are more eager to play nuts than my other maps which i spent 30-40+ hours on lol
thats always gonna be the case with dumb memes
more recognition than actual hard work
@lament ore thanks
Because references are peak of comedy
That being said personally I think when one does meme map they specifically want other people to see it, but when one does a serious project they're foremost doing it for themselves
At least that's how I look at it
where was the transparent dusk wad again>
Func_bread sent WAD3 version of Dusk wad some time ago
i dont think tb supports wad3 :P
aww i found the transparent wad but the "gate control" texture isnt supported
any coop mods down the road?

sorry mate that's a meme
it's only possible when scripting is a thing
and it isnt yet
and who knows when it'll be
Ye
bamboozled
Ignore Dave please
Unless there's an actual date announcement it's probably not the correct date
it's hard to ignore dave when you look down
And yeah coop is next. The SDK is required for implementing coop so we haven't been able to work on it much till now
noice
Don't believe his lies, in other words
@ivory magnet what does Duskworld (and what will Dusk co-op) use for the networking backend? UNET/Mirror, Photon, or something in-house?
duct tape and ropes irc
@fringe nymph lul
I WAS looking into Mirror for my own project but apparently it does some pretty heinous things
At the scale of game I'd want to make it'd be fine but I wouldn't want to learn to use something that doesn't scale well
Uses multiple threads per client, lots of LINQ usage, lots of wasteful memory practices, etc
This is a post to all game developers currently seeking a network library, or if you are currently using one of the high level libraries. I will be giving some critique to the popular networking library UNET and primarily its largest fork Mirror.
Looking into MLAPI now
Considering how long Dusk was in development I wouldn't be surprised if it uses UNET hence why I was wondering
doesn't the creator of mirror use it for his own full ass mmo engine
and iirc it works fine
@fluid nimbus bad optimization doesn't mean it won't run. It just means you'll need more resources to run it.
And when you're operating an MMO, that means increased server costs
by fine I mean they stress tested it and it was ok
Was that the developer stress testing it and deciding it was okay or an independent source :v
I do highly recommend giving that article a read. MLAPI as a project seems to have been started as an answer to the issues with Mirror
it was tested with real players iirc
I mean I'm sure you're right
it's just that it's not like, horrendous
We're talking about server costs when it comes to MMO scale. The player point of view literally does not matter unless the servers can't handle the load
https://u3d.as/mAn
480 players, almost all broadcasting to each other on a small map.
kk
The point being that you're going to need better servers (or pay for more usage if AWS) to operate something that a better optimized implementation could do with less
You can throw the most unoptimized code on the planet at a super computer and it'll run it, but the question is can you afford a super computer or can you run it on something more reasonable :v
Yeah unless there's a blog post or something to go with that video, that's an utterly useless ""stress test"". The description doesn't tell us what resource usage this test is causing nor what the specs of the server it's running on are
I toyed with mlapi for a bit and it was a bit buggy and frustrating when I did, but perhaps its improved by now
Probly, it's in active development
optimisation aside, how does MLApi hold up in terms of features and ease of use right now
Not very well from my perspective, but again that was a while ago when duskworld was first starting out
It's possible we could revisit it for dusks sdk
From my prelim research earlier today I'd say same or better in most areas from what I can tell. It has the high level niceties that UNET originally offered with the option to go lower
But honestly somewhat unlikely
This is the worst time in unity's history to ever consider multiplayer
oof
Unet has been removed
Yeah it really is lmao
And the new solution is not completed
Right now there is no official mp game support
I tried mirror a while ago and it was fun to screw around
will try MLApi, hopefully it's not too hard to set up
If there's one thing I can't stand it's when something gets deprecated with no replacement
@fluid nimbus https://youtu.be/-nS1gqSk458
This is a brief introduction to MLAPI, a networking library for Unity, demonstrating how to setup a minimal working example of a networked Character Controller, along with how to run two instances of Unity side-by-side using symlinks.
Follow me on
- Twitch https://www.twitch...
thanks
I think it's probably improved pretty radically since the last time you looked @still raptor
How long ago was this? If more than a year then ya lots of work has been done
Of course I'm talking from a preliminary research standpoint but
Will it be possible to have walking simulator mode in SDK without HUD and sickles?
when it's done, sure
Pretty nice list of mods so far! Keep it up!
Add yours to the list at https://t.co/KR5d2MWoWe
Also I'm thinking about doing a stream at some point here playing through some of these maps so stay tuned!
Never made a proper map before ever
Where do I start
Best I ever did was some test map in source with breakable walls
in trenchbroom probably
since it's the easiest and the most intuitive
and it's what most people here use
so you're more likely to find help
but people also use J.A.C.K
which is like hammer but better from what i've heard
uhhh custom models/weapons/enemies
a lot of features for maps
Isn't trench boom for quake
yep
but dusk launches .bsp
just like half life 1
that's why you can use quake maps and half life 1 maps
there is a dusk.wad in the pinned stuff for textures
and features - most are done the same way like quake/half life
but some are dusk-specific, like entites
You can't actually use anything in quake so how would I make a switch
to make a dusk enemy in TB for example you just need to rename any entity to a monster from entites.txt in pinned messages
quake uses func_button
dusk does the same
but you press it
func_bread also provided unofficial FGD (basically an entity list) for TB which has Dusk entities in it
You can't actually use anything in quake actually almost everything in Quake should work in Dusk, with a few exceptions. Eventually we plan on full compatibility.
The modding wiki is currently being worked on but there's already some information available that might help: https://dev.newblood.games/index.php/Dusk:FAQ
he has arrived
i feel fear
what if we watched Nostalgia Critic's the wall together 😳
also reminder @here we're still trying to populate the Dusk wiki:
Want to help write the documentation that will grow the NB modding community? We're looking for active NB modders / mappers to make that happen.
If that sounds good to you, sign up on our wiki page and fill out the following form. (https://dev.newblood.games/index.php/Main_Page)
https://forms.gle/ntWSi9fL4GVzPYWv9
But David, the big john page is perfect
oof
Hunt down the Freeman ported to dusk
Why not
Port it to Maximum Action
kinda want to do something more useful than nothing but apparently i suck at writing even on my native language, english is big no no
Ah, sounds good
how much is there to document at the moment
i seriosuly suck at formatting and shit, but hey made a page lol
i'll try adding some more later
@long anchor honestly anything helps. There are tons of entity pages that need created. Like, something as simple as "the red key is used to open red doors" and maybe an image etc
actually it'd be sick if HL2 or HL1 were ported to MA
I'd love to just jump kick in slowmo through city 17
@honest stag you can use https://dev.newblood.games/index.php/Func_door as a reference for how we intend formatting to work
basically a ton of shit
i used it lol
to make the trigger secret page
basically copy pasted shit with changed text
Out of curiosity why can't you just create an account without going through a submission form
It works for virtually every other wiki out there
I assume it's because they don't want randoms signing up and populating the page with random shit
because it makes it very easy for a rogue person to start spamming garbage
@fading badger basically that yeah
and while thats true of other wikis as well, we dont have the editing staff available to constantly monitor that
@tepid python Dude I like your Jump map concept I think I'm gonna try it out
Doge

doge
doggo
!!!
Jump maps in dusk could be fun especially utilizing things like the crossbow and climbing powerups, which I think could add to IFlippie's concept map
crossbow is a bit slow
Something like the Quake Live rocket jumping tutorial would be awesome
Sure but you could do cool skill jumps with it
Not to mention fast fire powerups
Dusk surf_utopia when
i made the map mostly to see if people like it and if i would make a actual jump map i would've wanted to use clips which were not possible when i was making the concept map
surfing is not possible in dusk as far as i've tried/know
I know lol it's a joke, you can't slide down surfaces unfortunately. Maybe with custom scripting?
yeah itll be doable when the sdk is 100%
Sweet
i played bulletstorm recently
and it had the sliding thing
if you went down a slope which is even 1 degree down you go infinitely at an insane speed
it's so much fun
i wish the slide in dusk was more like it
it's def a mod i want to see
i wish the slide in dusk was more like it
so i can call my waterslide waterslide without being unable to actually slide
@still raptor hello Mr 500 can I get an entity to spawn other entities
So I can have respawning weapons and health
hmm im sure that if thats not already possible we can make that happen
cant you make a fake version of that if you use trigger delays and teleports?
like a chain of triggers, each entity teleporting another in with a delay when picked up
limited amount of times but still
I mean yes but thats not "unlimited", also fug setting up like 30 hallowed health
tb
you can just set a fuckton of them with the repeatable commands thing
it would be better to just support this kind of thing instead of it being a jank mess
Just like i did and place like 15 of them down
lol an option too
would it be possible to uncap the bhop speed?
yeah when we have scripting properly
nice
It seems like every question like "would it be possible to do X" is answered "as soon as scripting is a thing"
Bruh, Duskworld with autojump and uncapped bhop acceleration
Everyone going at speed of light
Everyone already goes the speed of light
That's just speed of sound
That would somehow make duskworld MORE chaotic
That'd be so great
Hey, how do I run a mod? Downloaded NUTS.WAD but don't know how to use it.
Ok, thanks
You need to opt into the beta too if you haven't
yeah, was just reading about that in the pinned messages
oh my fucking god that mike stoklasa welder mod

reminder that replacements need to be exactly the same filename, down to the extension
lol nuts ran like at -1 fps
lol nuts ran like at -1 fps
It is the authentic experience
arent you a mod
yes you can, scoot
a developer
but i will cos you're lazy :p
is that a file in the dusk folder
No I think It would be pinned in this channel
i cant because i dont have 2fa enabled on my discord account
it disables my mod powers
oh that's right
i should fix that...
Im going to release my half life sounds mod tomorrow I think
It has only weapon sounds and damn mage Scientist sounds
Soldier and black philip too
Beta Code is: oohatinybarn
Mods are available on: https://dusk.mod.io/
From your Steam Library Start Dusk and Select "Launch Dusk SDK"
Ingame there will be a new tab Labeled Modding and from there you can enable/disable downloaded mods
For more Help join the New Blood Discord...
👏
@alpine depot is the version of derailed posted on dusk.mod.io the final one?
unless there's some weird bugs or issues, most likely
i've been meaning to get back to playtesting/making maps but i've been busy
screenshots look cool tho
well done with the detailing
thanks, im glad it's paid off
lol
thats it im deleting my mod, you've done it now
and yeah the pun at the start is definitely still there
i have no intentions of removing it
it's the best part of the map
everything else pales in comparison
lmfao
sure
i'm about to get back into it
i know dave's been making docs but has the sdk itself updated?
or nah
i heard my pc fans start violently whirring and saw my life flash before my eyes
nuts is a fucking benchmark tool
@still raptor @iron needle Hey, maybe the Wiki should have keyvalue templates like Valve dev wiki does to reduce amount of copypasting? Most of they keyvalues between entities are shared
they use templates for literally every keyvalue and I/O it seems https://developer.valvesoftware.com/wiki/Category:Keyvalue_Templates
It was really chugging, like less than one frame per second
And I thought I had a big boy gaming PC
As for making actual maps, I currently have trenchbroom downloaded. Whenever I save something on trenchbroom, it's just a .map file and not a .bsp file. How do I get from a .map file to a .bsp file
you need compiling software to convert it to a bsp
recommended to use ericw's compiling tools
Is there anywhere I can get that for free with minimal risk to my computer
Thank you, now I just need to figure out how to use trenchbroom and not make terrible maps
I really liked episode 1, so I'm going to try to make more maps with that aesthetic, not necessarily that style.
Like the map will still be creepy backwards, but using large trees and structures as well as other bullfuckery, I can add a sense of verticality to the levels that is mostly seen in episode 2 and 3
@frank violet Look at this for help https://dev.newblood.games/index.php/Dusk:FAQ#Creating_Mods
Watch the video too
@spiral nexus We're already planning to do something along those lines
Main reason that's not done already is because we weren't 100% set on the article layouts and stuff yet
Huh, that's wrong then
I'll have to go through that page and make sure it's all correct later then
maybe suggesting the compiling gui is a better idea
The creating mods section wasn't written by us, must've been filled in by a community member before we got around to it
okay
But basically just use the Quake profile
Scott did a video showcasing how to do it
Trenchbroom can be found here:
https://kristianduske.com/trenchbroom/
Tool to generate texture wads (there is a dusk.wad pinned in discord.gg/newblood):
https://github.com/NewBloodInteractive/MakeWad/releases
EricW Tools can be found here:
https://ericwa.github.io/ericw-too...
thanks
np
I don't think we have a list of which enemies get translated into what, we should set up wiki pages for the Quake monster entities to document that
But you can specifically place Dusk entities
In TrenchBroom you can rename an entity's "class", the game comes with an entities.txt file with a list of entities
So you could place an entity and change it to a monster_leatherneck for example
If you're placing a Quake entity, yeah
@crystal lily thanks!
@frank violet Um, some of that is actually inaccurate. Ask Zombie
oh
Zombie, if and when you're available, if you could clear up what is incorrect in this link (https://dev.newblood.games/index.php/Dusk:FAQ#Creating_Mods) I would greatly appreciate it.
Yeah I'm gonna do a pass over it later, for now the video I linked above should tell you most of what you need to know
Thanks man, I appreciate it.
To ANYONE trying to learn how to use Trenchbroom, just watch this series, it tells you almost Everything to know. its based around Quake, but all the same rules pretty much apply.
https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
which explosive barrel entity is the one that blows up immediately upon being struck by an attack?
oh my god
a shitty map i made in literally 15 minutes now has more downloads than maps i spent 40+ hours on :(
that's so discouraging lol
Is it too early to list a few of the features the next patch is planned to/will contain? 😉
theres always people who appreciate the other maps
memes always get more attention
time to cash in with my shitpost mod
ratacombs 2
@honest stag welcome to being a creative
put an unkillable rat inside that teleports in if the player crawls into it
im too slow to do this modding stuff tbh
@alpine depot are you evil?
no one is too slow for this
yes indeed I am evil, I once tried solving the door problem by locking the player in the room
actually i'll make a secret room which the player teleports into if they crawl inside
just drown them with rats
twenty rat bosses in total darkness
and slowly closing walls
I mean SLOOOOWLY
Indiana jones temple type shit
oh my god someone needs to recreate the boulder from indiana jones
a giant temple full of traps and stuff like that would be cool
https://i.imgur.com/xkNiPOF.jpg im slowly changing all the textures
i want it to look really polished
That works
some stuff gets warped ingame
this is uhhh
s t r e t c h e d
https://i.imgur.com/VVXkZN0.png im really happy with how these windows turned out
a shitty map i made in literally 15 minutes now has more downloads than maps i spent 40+ hours on :( this is literally the experience of anyone who has ever made anything lol
i'm having trouble with getting a multi_manager working even tho i already did with another door
damnit
multi_manager is slightly unintuitive
i'm pretty sure i did everything just like i did with another multi_manager controlled door which works
double checked too
Just keep in mind the delay for each element in the list is measured from the time the multi_manager started
yep, i set them all to 1 second
What's the problem?
Targets and targetnames are all correct I assume?
If ya want you can send me the .map and I'll check it out
ye that would be nice, 1 moment
You know what would be kool: Serious Sam type arena thing where doors close when you enter a room and they open only after killing every enemy
I wonder if that'd somehow possible to implement 🤔
@ancient depot @still raptor ay check out this lil doo-dad that I just noticed in the JACK options
that'll be useful for people who don't wanna fuck with WADs in the future
I wonder if Sledge has the same capability
OK I SEE NOW WHY YOU GUYS ARE REWRITING IT FROM SCRATCH
wat, where does it say that?
the SDK doesn't use UnityScript anymore
I ported it all to C#
oh okay, if it's for regular dusk then that's accurate
dev.newblood.games
schweet
gotta put a note on func_door cuz it just came up with Vriska's map
actually lemme ask if this is intended behavior before I just stick it in the wiki -
say you have two doors that intersect with each other
Only one door has "don't link" set; the other door has it unchecked
Should the doors not link?
Cuz in vriska's map they needed to both be checked to prevent linkage
I assume it's because in the implementation each door with don't link unchecked looks for other intersecting doors to link with and ignores the other doors' don't link flag
but idk if that was intended or an oversight
Link for Newbloods wiki with the application form probably should be pinned on this channel
I mean
both the doors do the "is there another door close to me I can link to?" check
But I don't know how it works in quake
any recommended mods?
basically all the map once
nuts.wad
jk play all the maps on https://dusk.mod.io/
there's not many yet
uhhh....
the font
the font is slightly broken in the SDK
where do i get the mods for dusk?
pinned messages
also there's some kind of a problem with light flares <@&249011167937298432>
if you unload dusk folder in modding you get these stock fonts
And lack of games textures
but i didn't
why would the game ask you for your permission
?
Need some feedback
Point that feedback at me
@fringe nymph like that
do scientists scream STAHP though?
And I have to replace alert sound
I also have the idea to replace most sounds with Unreal/Unreal Tournament sounds in a future Dusk mod.
Does anyone have the images of the sickles used for the data select screen?
K ile check
should be in /mnt/local/dusk/ somewhere
Hello, question for those working in the sdk rn: I have a project idea I want to try to do (first time mapper, zero exp) so I will be attempting to learn how to use Trenchbroom and do a proof of concept in Quake with the goal of eventually converting it over to Dusk. In the planned final sdk, will we be able to easily fan convert projects made in quake over to Dusk?
more or less yeah
there's some texture swapping you might need to do but other than that it sorta just works
whats popping remi
who?
Eventually they're planning on full compatibility with Quake maps
HOWEVER, keep in mind, a map designed to be fun in Quake might not be fun in Dusk, and vice versa
They've got different enough mechanics and enemies that you'd probably want to design Dusk maps in Dusk
The SDK is functional enough to do this even at this point
Cool. Im going to be learning Trenchbroom this weekend, hopefully I can get a proof of concept map out by sometime in February.
Is there a way to import custom textures from a Doom .wad into Trenchbroom or will I have to recreate them?
There are various tools for extracting Doom WADs
Google's your friend
then you can repack extracted WAD into WAD that TB supports using Wally or TexMex
@spiral nexus thanks. I did a cursory google search and couldn't find much, but I am also at work so don't have a ton of time to dig.
having some serious door problems
cant figure this out, maybe a longer wait on them?
is the glass the same HxW as the frame?
hxw???
height x width
is it possible to have a ladder stand at an angle like this without the climbing sound being broken?
Try making each step a ladder without making the sides a func_ladder?
nah that didnt do it
Dang
but it works, its just the sound tahts fucked up
like the normal climbing sound playing way too fast/often
Weird
If you are already tilting it is there anypoint in makeing it a ladder?
I guess hupping isnt as intuitive as climbing it like a ladder lol
because it doesnt fit the theme
its in a barn, a ramp wouldnt make sense. i could just make it go straight up but it looks better when its tilted
i assume it has to do with the individual steps being the collision
if you used an invisible brush that was a solid piece it might work better
That shouldn't be a problem tho?
I made them like that a lot
With individual steps being the ladder
yeah but it probably causes issues at an angle due to how ladders work
you could probably tilt the latter just a little more up and then just make a box around it so that the player still climbs directly up
with the invisible brush tilted it's still not right but a lil bit better
maybe make it horizontal enough to walk on it like a ramp?
Like stairs or something
Luke a large ladder just laying there
Like*
strangely with tilting it a little more up it got worse
Cursed ladders
ill look into possible ways we can support that
but it just has to do with how climbing works in the game
basically its looking for a point to "mantle" you up
yeah I'll try that and if that doesnt work imma just keep it as it was
or make a chicken ladder
youll notice how youre slightly popping up
cool thanks, yup i guess it triggers the sound each time that happens
and then you end up moving forward and reattaching yourself to the ladder
which plays the sound again
alright, not really of high importance but would be nice lol
and the reason it gets worse the more vertical it is, is because its less distance forward to reattach yourself
right on to my next problem, on some of these in my map there is this weird bit thats invisible but on others its fine. the model looks fine in tb too, any idea why that might be?
the image is a little smol but the left one is the broken one
can really see whats going on there
hmm
mind sending me the bsp
alright, this should serve as a good lesson to all the newer mappers here
a lesson about func_detail
Say do any of you guys know how to open quake maps in dusk? I searched the quake folder yet I can’t seem to find them
you mean play em in dusk or open em in trenchbroom?
check the pinned faq
I have, I know I was able to copy and paste the .bsp files from HL into dusk and play them that way
I was wanting to know where I can find the .bsp files for the quake levels
And how to access them
thats included in the faq
Quake maps can be found inside [Quake install location]/id1/PAK0.PAK and [Quake install location]/id1/PAK1.PAK. To extract them, you will need a program such as Pak Explorer or Slade3.
how has no-one made a big chungus dusk mod yet
Here is Jakob from DUSK saying "Chungus...big Chungus" https://t.co/0rvbQCcs7H
442
1484
reminder this soundbyte exists
@still raptor oi gamer, think we can get some kind of text entity that just makes like a TextMeshPro thing
in-world
and is there any reason that shouldnt be a texture
Cus I don't want to make a texture
lol
also I really like the floating text thing that's in hl2 custom maps
no idea
i always assumed those were just textures
finally found a video of them
https://youtu.be/HjV_0Ib7wxM?t=11
The VNN exclusive video of the Portal Beta content didn't show off any of the developer maps, so here's a preview of some of the interesting and not so interesting Portal Beta maps.
Portalvideo_00 and 01 aren't really test maps but they are maps shown in the official Portal...
nice
So I'm following the 2 minute tutorial
and


